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Pigeon Forge, Tennessee

2018.09.05 00:24 AbsolutTBomb Pigeon Forge, Tennessee

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2017.01.25 08:32 dpotter05 SoCal Climbing

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2023.06.01 19:03 No_Competition4897 [HIRING] 25 Jobs in WA Hiring Now!

Company Name Title City
Quail Park Licensed Practical Nurse (LPN) Lynnwood
Quail Park Med Tech Lynnwood
Quail Park Cna Lynnwood
Sea Mar Community Health Centers Pharmacist Aberdeen
Frontier Derm Partners Advanced Practice Clinician Aberdeen
Northern Quest Resort and Casino Massage Therapist Airway Heights
Moran Environmental Recovery Deckhand Anacortes
Builders FirstSource Driver-Class A CDL Delivery Arlington
Rainy Day Basement Systems In-Home Sales Arlington
Pick n Pull Auto Dismantlers Customer Service Advisor Arlington
Farwest Steel Corporation Warehouse - swing shift Auburn
Med Travelers Speech & Language Pathologist - School - (SLP) Auburn
Haggen Northwest Fresh Head Night Stocker Auburn
Bellevue Arts Museum Executive and Development Assistant Bellevue
Bank of Hope Branch Manager Bellevue
West Coast Self-Storage Customer Service Associate/Assistant Property Manager Bellevue
Sliced Marketing Coordinator Bellingham
ReBound PT OT & Hand Therapy Physical Therapy Clinical Assistant (Aide) Bellingham
La Fiamma Payroll Administration, Bookkeeping Support, and Office Up-Keep Bellingham
Sea Mar Community Health Centers Medical Assistant Certified or Registered Bellingham
Aramark Uniform & Career Apparel LLC Route Sales Support Driver Bellingham
TAPCO Credit Union Member Service Representative Bonney Lake
7-Eleven, Inc. Assistant Store Leader Bonney Lake
RET Physical Therapy & Healthcare Specialists Physical Therapy Tech Bothell
Atlantis IT Group Product Designer Bothell
Hey guys, here are some recent job openings , feel free to comment here if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
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2023.06.01 16:06 Then_Marionberry_259 JUN 01, 2023 ABRA.V ABRASILVER REPORTS POSITIVE METALLURGICAL TEST RESULTS FOR JAC ZONE WITH UP TO 93% SILVER RECOVERIES & 91% GOLD RECOVERIES

JUN 01, 2023 ABRA.V ABRASILVER REPORTS POSITIVE METALLURGICAL TEST RESULTS FOR JAC ZONE WITH UP TO 93% SILVER RECOVERIES & 91% GOLD RECOVERIES
https://preview.redd.it/1asb17tlye3b1.png?width=3500&format=png&auto=webp&s=d5e767b6f1a867be0ca5dbc5e9f388b294800a0d
(TheNewswire)
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Toronto, ON

TheNewswire
  • June 1, 2023 - AbraSilver Resource Corp. (TSX.V:ABRA ) ( OTC:ABBRF) (“AbraSilver” or the “Company”) is pleased to report positive preliminary metallurgical test results for the new JAC zone at its wholly-owned Diablillos property in Salta Province, Argentina (“Diablillos” or the “Project”). The program was completed by independent metallurgical consultants, SGS Canada Inc., at their testing facilities in Lakefield, Ontario.
Key Highlights Include:
  • Overall recoveries at the JAC and Fantasma deposits range between 86% - 93% for silver and 82% - 91% for gold.
  • A substantial percentage of the silver at JAC can be recovered by gravity separation which increases overall recoveries.
  • Current testwork confirms that the same process flowsheet can be used to process mineralization from the Oculto, JAC and Fantasma deposits.
  • Milling tests have shown that 150 microns is the targeted grind size for the leaching of the mineralized material at a retention time of 36 hours.
  • Overall silver and gold recoveries could likely be increased further by grinding finer and with higher cyanide concentrations. Further metallurgical testwork and trade-off studies are now underway.
John Miniotis, President and CEO, commented, “We are extremely pleased that the metallurgical testwork results at JAC demonstrate excellent recovery rates for both silver and gold. These results show that mineralization at JAC responds very well to conventional processing and recovery technologies, providing highly positive implications for the future development potential of the project. The results will be incorporated into our Mineral Resource estimate and Pre-Feasibility Study which remain on track to be delivered later this year.”
Favorable Recovery Rates vs. Prior Testwork
At the JAC and Fantasma deposits the silver minerals (chlorargyrite and iodargyrite) are easier to release by grinding, and are more sensitive to cyanide leaching as they occur in argillic alteration , whereas at Oculto they are mostly held more complexly in vuggy silica host rock.
Table 1 - Summary of Metallurgical Testwork Results for JAC and Fantasma Deposits
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Testwork on JAC and Fantasma samples showed that gravity separation before cyanide leaching recovers approximately 9% of the silver and 17% of the gold
which, when combined with the subsequent cyanide leaching recoveries, results in total overall recoveries of between 86% and 93% for silver and between 82% and 91% for gold.
Table 2 below shows gravity plus cyanide leach recoveries at the JAC and Fantasma deposits compared with the Oculto deposit recoveries announced in the PEA announced in January 2022.
Table 2 – Latest Metallurgical Testwork Results vs. Jan. 2022 PEA Study
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1 Recovery rates for Oculto PEA reflect the life of mine average as per the report published on Jan. 13, 2022 titled “NI 43-101 Preliminary Economic Assessment Technical Report – Diablillos Project”
A median of 89.5% recoveries for silver and 86.5% for gold at JAC and Fantasma compare favourably against the 73.5% silver recoveries and 86.0% gold recoveries used for the Preliminary Economic Assessment (“PEA”) at Oculto. The median silver recovery of 89.5% relative to 73.5% for Oculto is particularly relevant because the mineralization at the JAC and Fantasma deposits is predominantly silver.
Figure 1 – Median Recoveries at the JAC & Fantasma Deposits Compared with the Oculto Deposit
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JAC drill core samples for metallurgical testing were selected to be volumetrically representative of the mineralised system, being from the various zones of mineralisation along strike and at depth, including high, medium and lower grades. Care was taken not to mix alteration zones so that geo-metallurgical domains can be determined.
Additional metallurgical testing is being conducted on samples from different geo-metallurgical domains at Oculto in an effort to boost overall recoveries, especially from areas with high silver grades.
Metallurgical Test Program Overview
This campaign was the first metallurgical testwork program conducted on the new JAC zone, discovered in August 2022, and on the already known Fantasma deposit. W ork completed involved comminution, gravity, leaching and thickening testwork of fourteen variability composites with twelve from the JAC zone and two from the Fantasma zone. The results will be incorporated in the upcoming Mineral Resource estimate (“MRE”) update and Pre-Feasibility Study (“PFS”) for the overall Diablillos project.
The results confirm that the Diablillos project will have a conventional silvegold processing plant flowsheet incorporating crushing, grinding, gravity concentration and intense cyanidation circuit, cyanide leaching with oxygen addition, counter current decantation (“CCD”) washing thickeners and Merrill-Crowe precious metal recovery from solution followed by on-site smelting to doré bars.
A summary of the processing flow sheet for the Diablillos project is shown below.
Figure 2 – Simplified Process Flowsheet for the Diablillos Project
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  • Bulk mineralogical investigation determined that quartz, alunite, and iron-oxides were the major mineral components of the samples, and it is demonstrated that most of the silver will respond well to direct cyanidation. The JAC composite was used for most of the testing program, with average head grades of 0.11 g/t gold and 148 g/t silver.
  • Response to standard gravity separation tests for the recovery of free silver and gold resulted in average recoveries of 9% and 17%, respectively. As a result, the overall gravity plus cyanidation recoveries achieved were 86% to 93% for silver and 82% to 91% for gold
  • The following optimum whole ore cyanidation conditions were established for the JAC composite and applied to the variability samples:
• Grind size P80 of 150 μm,
• 45% pulp density (w/w),
• pH of 10.5-11.0 (maintained with lime),
• 4 hours of pre-aeration with air sparging,
• air-sparging during leaching,
• Sodium cyanide (NaCN) concentration of 1.5 g/l maintained for the first 12 hours of leaching and then allowed to naturally decay for the remaining leach time.
  • The testwork showed that silver and gold recoveries could likely be further increased by grinding finer (P80 of 70 μm versus 150 μm) and by increasing cyanide consumption from 1.5 g/l to 2.5 g/l. Further metallurgical testwork and trade-off studies will be conducted to confirm the optimum process route.
  • Environmental assessment of the leach tailings samples showed the potential for acid generation in some samples. On-site humid cell testwork is planned and mitigating measures will be designed as part of the tailings management strategy.
  • Settling/thickening and rheology tests were performed on the JAC composite cyanide leach and cyanide destruction residue, showing a fast-settling rate in response to tested flocculants. Counter Current Decantation (CCD) modelling was performed as well, resulting in a 4 stages CCD circuit producing a final wash efficiency of 99.8%
Future Work Programs
  • Cyanide leach tests will continue on the samples from Oculto, JAC and Fantasma to optimize recovery and leach time. Drivers to improve recoveries will include stronger cyanide solutions, grind size of the ore, and leaching residence times.
  • As gravity separation was successful in concentrating gold and silver at the JAC deposit, it is proposed that additional testing of gravity separation in advance of cyanidation be carried out on mineralisation types at Oculto, where there are both gold and silver dominant geo-metallurgical zones.
  • At the Diablillos site, humid cell test work is ongoing to evaluate acid rock drainage generation from the cyanidation tailings under site conditions to support potential mitigating measures in the tailings management strategy.
  • Heap leaching test work will be conducted to investigate the possibility of recovering lower grade material.
About Diablillos
The 80 km 2 Diablillos property is located in the Argentine Puna region - the southern extension of the Altiplano of southern Peru, Bolivia, and northern Chile - and was acquired from SSR Mining Inc. by the Company in 2016. There are several known mineral zones on the Diablillos property, with the Oculto zone being the most advanced with over 120,000 metres drilled to date. Oculto is a high-sulphidation epithermal silver-gold deposit derived from remnant hot springs activity following Tertiarty-age local magmatic and volcanic activity. Comparatively nearby examples of high sulphidation epithermal deposits include: Yanacocha (Peru); El Indio (Chile); Lagunas Nortes/Alto Chicama (Peru) Veladero (Argentina); and Filo del Sol (Argentina).
The most recent Mineral Resource estimate for the Oculto Deposit is shown in Table 3:
Table 3 - Oculto Mineral Resource Estimate – As of October 31, 2022
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Notes: Effective October 31, 2022. Mineral Resources are not Mineral Reserves and have not demonstrated economic viability. The Mineral Resource estimate is N.I. 43-101 compliant and was prepared by Luis Rodrigo Peralta, B.Sc., FAusIMM CP(Geo), Independent Consultant. The mineralization estimated in the Mineral Resource is sub-horizontal with sub-vertical feeders and a reasonable prospect for eventual economic extraction by open pit methods. For additional information please see Technical Report on the Diablillos Project, Salta Province, Argentina, dated November 28, 2022, completed by Mining Plus, and available on www.SEDAR.com.
QA/QC and Core Sampling Protocols
AbraSilver applies industry standard exploration methodologies and techniques, and all drill core samples are collected under the supervision of the Company’s geologists in accordance with industry practices. Drill core is transported from the drill platform to the logging facility where drill data is compared and verified with the core in the trays. Thereafter, it is logged, photographed, and split by diamond saw prior to being sampled. Samples are then bagged, and quality control materials are inserted at regular intervals; these include blanks and certified reference materials as well as duplicate core samples which are collected in order to measure sample representivity. Groups of samples are then placed in large bags which are sealed with numbered tags in order to maintain a chain-of-custody during the transport of the samples from the project site to the laboratory.
All samples are received by the SGS offices in Salta who then dispatch the samples to the SGS preparation facility in San Juan. From there, the prepared samples are sent to the SGS laboratory in Lima, Peru where they are analyzed. All samples are analyzed using a multi-element technique consisting of a four-acid digestion followed by ICP/AES detection, and gold is analyzed by 30g Fire Assay with an AAS finish. Silver results greater than 100g/t are reanalyzed using four acid digestion with an ore grade AAS finish. Analytical results are statistically processed for final acceptance.
Qualified Persons
David O’Connor P.Geo., Chief Geologist for AbraSilver, is the Qualified Person as defined by National Instrument 43-101 Standards of Disclosure for Mineral Projects, and he has reviewed and approved the scientific and technical information in this news release.
About AbraSilver
AbraSilver is an advanced-stage exploration company focused on rapidly advancing its 100%-owned Diablillos silver-gold project in the mining-friendly Salta province of Argentina. The current Measured and Indicated Mineral Resource estimate for Diablillos consists of 51.3 Mt grading 66g/t Ag and 0.79g/t Au, containing approximately 109Moz silver and 1.3Moz gold, with significant further upside potential based on recent exploration drilling. The Company is led by an experienced management team and has long-term supportive shareholders including Mr. Eric Sprott. In addition, AbraSilver owns a portfolio of earlier-stage copper-gold projects including the La Coipita copper-gold project in the San Juan province of Argentina. AbraSilver is listed on the TSX-V under the symbol “ABRA” and in the U.S. under the symbol “ABBRF”.
For further information please visit the AbraSilver Resource website at www.abrasilver.com , our LinkedIn page at , and follow us on Twitter at
Alternatively please contact:
John Miniotis, President and CEO
[[email protected]](mailto:[email protected])
Tel: +1 416-306-8334
Cautionary Statements
This news release includes certain "forward-looking statements" under applicable Canadian securities legislation. Forward-looking statements are necessarily based upon a number of estimates and assumptions that, while considered reasonable, are subject to known and unknown risks, uncertainties, and other factors which may cause the actual results and future events to differ materially from those expressed or implied by such forward-looking statements. All statements that address future plans, activities, events or developments that the Company believes, expects or anticipates will or may occur are forward-looking information. There can be no assurance that such statements will prove to be accurate, as actual results and future events could differ materially from those anticipated in such statements. Accordingly, readers should not place undue reliance on forward-looking statements. When considering this forward-looking information, readers should keep in mind the risk factors and other cautionary statements in the Company’s disclosure documents filed with the applicable Canadian securities regulatory authorities on SEDAR at www.sedar.com. The risk factors and other factors noted in the disclosure documents could cause actual events or results to differ materially from those described in any forward-looking information. The Company disclaims any intention or obligation to update or revise any forward-looking statements, whether as a result of new information, future events or otherwise, except as required by law.
Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this news release
Copyright (c) 2023 TheNewswire - All rights reserved.
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2023.06.01 12:46 Fair_Boot_3376 Kalehe: The HJ Foundation, satisfied after treating more than 2,500 disaster victims through its mobile clinic, which completes its mission

After two weeks of intervention in the medical and humanitarian field in general, the Harish Jagtani Foundation, in sign HJ Foundation has just completed its mission of mobile clinic under a note of satisfaction. This foundation has the slogan “It is by giving that we receive”.
After having learned with regret of the natural disaster of the floods which claimed the lives of around 500 people and several missing on the night of May 4 to 5, 2023 in several villages in the territory of Kalehe, including Bushushu, and Nyamukubi, the businessman Indian Harish Jagtani did not hesitate to dispatch the mobile clinic of his HJ Hospital based in Kinshasa to Kalehe, to provide free care to disaster victims and assist the poor. The mobile clinic team is pleased with a job well done.
“The HJ Foundation and HJ Hospitals are pleased to announce the success of our mobile clinic initiative, which provided free healthcare services to residents of Kalehe affected by the recent natural disaster. For two weeks, our team of dedicated medical professionals cared for thousands of patients, providing them with essential care and support during a difficult time for the community. The mobile clinic was set up to meet an urgent need for accessible health services after many facilities were damaged or destroyed by the natural disaster. Our organization, along with several local and international partners, have worked tirelessly to bring life-saving medical assistance to those in need,, can we read in a press release from the HJ foundation.
During its stay in this part of the province of South Kivu, this mobile clinic provided various services such as the treatment of injuries and illnesses, but also the distribution of emergency medical equipment. The team dispatched to the scene is proud to announce that their efforts have considerably improved public health in Kalehe and helped the inhabitants to begin their journey towards recovery.
“It was our duty to intervene to save the lives of our brothers and sisters. As soon as we arrived at the Bushushu health center, we set up our mobile clinic there, and for two weeks we treated 2,513 patients, including those injured in the disaster that happened, and those who needed free consultations. During our trip from Kinshasa we brought an X-ray machine, medicines, 20 beds for the sick that we leave here as a gift to the local population... Our satisfaction is to have brought our stone to the building, we helped as best we could and I think that each of us has this feeling of satisfaction to have helped even a little” , rejoices Jemima Iragi Rubuye, Head of Operations at HJ Foundation.
In the process, HJ Foundation and HJ Hospitals express their deepest gratitude to all the volunteers, staff members and partner organizations who dedicated their time, skills and resources to the success of the mobile clinics initiative. They praise their unwavering dedication and hard work that allowed them to bring hope and healing to a community deeply affected by a devastating disaster.
The HJ Foundation and HJ Hospitals promise that going forward, they remain committed to promoting health and wellness through sustainable initiatives that reach underserved communities nationwide, and remain committed to experience has only strengthened their resolve to continue providing essential health services to the areas that need them most.
These organizations also congratulate the authorities and the local populations for their welcome and collaboration, and reassure them that they are not alone, they can count on their brothers and sisters across the four corners of the country.
https://www.kivu5.net/kalehe-la-foundation-hj-satisfaite-apres-avoir-soigne-plus-de-2500-sinistres-a-travers-sa-clinique-mobile-qui-boucle-sa-mission/
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2023.06.01 09:55 WCreekRecovery Wolf Creek Recovery : Best Rehab Center in Prescott, AZ

Wolf Creek Recovery : Best Rehab Center in Prescott, AZ
Wolf Creek Recovery is a rehab centers in AZ that specializes in helping individuals suffering from substance abuse and addiction. Our team of dedicated professionals provides personalized treatment plans to help individuals reach their recovery goals. Wolf Creek Recovery Center team is committed to helping individuals stop the cycle of substance use and rebuild healthy, accomplished lives.
Wolf Creek Recovery 1470 W Gurley St, Prescott, AZ 86305 (833) 732–8202
https://reddit.com/link/13xbgri/video/0yq1ky8d4d3b1/player
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2023.06.01 00:10 stackunderthestars Was going to dash for a bit, saw this and said nevermind.

Was going to dash for a bit, saw this and said nevermind.
Does DD really expect people to pay to deliver someone’s food?
~30 miles round trip
Not even enough to buy a gallon of gas
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2023.05.31 23:25 neonit42 empty containers

so for some reason I have kitchen and bedroom containers empty. no items at all, no matter how many containers I searched. I'm quite sure this is a mod issue, but I just don't know what mod could cause that. any help?
mods loaded:
mod = ModManager, mod = CheatMenuRB, mod = AzaDesertTiles, mod = AzaMountainTiles, mod = Cookie\_Tiles, mod = Diederiks Tile Palooza, mod = DylansTiles, mod = EN\_Newburbs, mod = EN\_Flags, mod = FantaStreetTiles\_01, mod = FearsFunkyTiles, mod = ManikRetexture\_Clean\_Tiles, mod = melos\_tiles\_for\_miles\_pack, mod = OujinjinTiles, mod = PertsPartyTiles, mod = simonMDsTiles, mod = SkizotsTiles, mod = TileFixes, mod = TryhonestyTiles, mod = iverytiles\_01, mod = tkTiles\_01, mod = 10YL\_RC, mod = 10YL\_KINGSMOUTH, mod = 10YL\_MAPS, mod = 10YL\_SAVEYOURSTATION, mod = XRoadsGunExpo, mod = Authentic Z - Current, mod = BedfordFalls, mod = Bendys Bunker v2, mod = Blackwood, mod = Checkpoint\_1, mod = Checkpoint\_2, mod = Checkpoint\_3, mod = Checkpoint\_4, mod = Checkpoint\_5, mod = Checkpoint\_6, mod = Chinatown, mod = Crossroads Checkpoint, mod = Cruise boat, mod = CruiseShip, mod = Desert, mod = EVAC\_Louisville, mod = EVAC\_Muldraugh, mod = EdsAutoSalvage, mod = EerieCountry, mod = ForagingZ, mod = FortKnoxLinked, mod = FORTREDSTONE, mod = Fort Rock Ridge, mod = Fort Waterfront, mod = GreenHellCommunityCenter, mod = InGameMaps, mod = InGameMaps\_Vanilla, mod = InGameMaps\_WestPointExpansion, mod = WestPointExpansion, mod = InGameMaps\_EerieCountry, mod = InGameMaps\_FortKnoxLinked, mod = InGameMaps\_FortKnoxRoad, mod = FortKnoxRoad, mod = InGameMaps\_FortRedstone, mod = Lighthousematrioshka, mod = Insurgent, mod = LincolnRegionalAirport, mod = LouisvilleBridgeSpawn, mod = Louisville\_Quarantine\_Zone, mod = metro, mod = military fuel depot, mod = MonkeysStartScenarioBase, mod = MonkeysStartScenarioBikerBackwardsCompatibilityPatch, mod = MuldraughCheckpoint, mod = OccupiedLouisvilleSpawnpoints12, mod = Otr, mod = OtrSR, mod = RV\_Interior\_MP, mod = RabbitHashKY, mod = RavenCreek, mod = SpawnsRC, mod = rbr, mod = rbrA2, mod = Riverwood, mod = RMH, mod = RosewoodVHSGunStores, mod = Sailors - Custom Spawn Mod -, mod = SaveOurStation\_KnoxCountry, mod = SecretZ\_v3, mod = RavenCreekEerieCompatibleSlocanLake, mod = RavenCreekEerieCompatibleSlocanLakeIngameMap, mod = TrimbleCountyPowerStation, mod = Legacy\_California, mod = Legacy\_Louisiana, mod = Legacy\_Vinegrove, mod = BRDM2, mod = UH60Helicopter, mod = UH60HelicopterSPspawns, mod = fol\_Take\_A\_Bath, mod = 67commando, mod = 78amgeneralM35A2, mod = 78amgeneralM49A2C, mod = 78amgeneralM50A3, mod = 78amgeneralM62, mod = 82oshkoshM911, mod = 86fordE150, mod = KI5VansExtra, mod = 86oshkoshP19A, mod = 87cruiser, mod = 90fordF350ambulance, mod = 92amgeneralM998, mod = 97bushmaster, mod = 10YearsLaterOccupations, mod = ProfessionFramework, mod = 10YearsLaterOccupationsSpawnItems, mod = 10yearslaterwrecksonly, mod = Alex, mod = Alex2, mod = ADRENALINE\_MOD, mod = AkyHair, mod = blkt\_crosshair, mod = blkt\_fonts, mod = ammomaker, mod = am\_bc, mod = hironiimenu, mod = Arsenal(26)GunFighter\[MAIN MOD 2.0\], mod = amclub, mod = tsarslib, mod = autotsartrailers, mod = ATA\_Bus, mod = ATA\_Jeep, mod = AZAGRAFFITI, mod = VISIBLE\_BACKPACK\_BACKGROUND, mod = BarricadeHurtZombies, mod = BarricadedWorld, mod = BatteryJumpstarter, mod = BetterFlashlights, mod = bettermasks, mod = bettermasks\_WMPatch, mod = WorkingMasks, mod = Better crowbar, mod = BetterSortCC, mod = Betterhandwash, mod = BB\_Cammo, mod = BB\_Utils, mod = BreakIntoTears, mod = ddBritaSoundFix, mod = BritaModelTweak, mod = Brita\_2, mod = BritasArmor\_Rig\_PawPaw\_Patch, mod = Brita, mod = DJ\_BritaPatch, mod = TheWorkshop(new version), mod = VOICE\_FRAMEWORK, mod = BuildOneByOne, mod = pz-bzoukhotbar, mod = bcUtils, mod = CAV\_Brawler, mod = Camo Netting, mod = CanteensAndBottles, mod = CDOI, mod = ChevalDeFrise, mod = Chloe Price, mod = ChristmasTime, mod = claimSH, mod = cleanashes, mod = MoreCLR\_desc4mood, mod = ClothesBoxRedux, mod = ClothingPreset, mod = BB\_CommonSense, mod = isoContainers, mod = ContainmentOperator\_Profession, mod = CraftHelperContinued, mod = MetalDrumRainCollector, mod = SteamCraftableEyepatches, mod = ARNHOutfits, mod = UniformsNH, mod = craftingEnhancedCore, mod = cremation, mod = DRLStandalone, mod = FH, mod = DRAW\_ON\_MAP, mod = DryFishMod, mod = waterPipes, mod = ducksBZSF, mod = DylansZombieLoot, mod = DynamicMining, mod = DynamicMonolog, mod = EasyConfigChucked, mod = eggonsAllDoorsAreYours, mod = eggonsModdingUtils, mod = EQUIPMENT\_UI, mod = EntertainYourself, mod = EssentialCrafting, mod = MezzHairColors, mod = EverythingHasAName, mod = ExerciseWithGear, mod = ExpandedHelicopterEvents, mod = ExtraMapSymbols, mod = ExtraMapSymbolsUI, mod = EN\_Flags\_Craft, mod = ExtraNoise's TV Channel 13, mod = FWOFitnessWorkoutOverhaul, mod = FWOBenchPress&Treadmill, mod = FancyHandwork, mod = FasterHoodOpening, mod = FearTheSun, mod = FencingKits, mod = firegastrail, mod = FAKRemodel, mod = FixCapacityOverlap, mod = FixTooltipLag, mod = FuelAPI, mod = FUMOTH, mod = FunctionalChainsaw, mod = GenRange, mod = Glow Sticks, mod = GunSuicide, mod = 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submitted by neonit42 to projectzomboid [link] [comments]


2023.05.31 16:41 MrC_Red [Update] 100 Great Rock Albums list CHANGES

It's been over a year since the original 100 Great Albums post. Since December 2021, I've listened to 375 Rock albums in total (just for fun, I'm getting paid for this!). Looking back at the original albums, I noticed I have a few with only 1 or 2 listens, whereas now I always try to aim for 3 at the minimum. So as this is a good midpoint (as I plan on stopping at the 20th post), I decided to revisit these certified classic albums and maybe upgrade/downgrade the ratings after more listens. I'll continue to edit grades on other posts if my opinion changes on them later on, but the 100 list got so popular that I feel like it should be left unedited.
Here's the format: Album (year) original grade [orig. Listens] // NEW GRADE {additional listens}
  1. Bob Dylan - Freewheelin' Bob Dylan (1963) B+ [2 listens] // A- {1 listen} More time to digest his lyrics only makes it better. Hard Rain, Blowin in the Wind and Masters of War are still the best here. He had the wisdom and poise of a 70+ year old man, as a 22 year old...
  2. Bob Dylan - Bring It On Home (1965) A- [3 listens] // A+ {2 listens} I can't overemphasize how great side two is of this album is. The songs aren't as musical as side one, so the lyrics are center stage and Bob Dylan ALWAYS captivates your attention. The electric guitar side is even better than I originally thought, but man does the second side has some of his best songwriting.
  3. The Beatles - Help! (1965) B+ [3 listens] // A- {1 listen} This is the album where I think they started making legit "respectable" music. The early Pop music they made before is nice, but it's not that fulfilling. The variety made this age very well: Hide Your Love Away, Ticket to Ride, Seen a Face, Dizzy Miss Lizzy, Help!, Yesterday. It doesn't help that every album that followed it is considered one of the greatest albums of all time, but at this point, it was head and shoulders their best.
  4. Beatles - Rubber Soul (1965) A++ [5 listens] // A+ {4 listens} Highway 61 Revisited gets the credit as being the album to kick off the Rock renaissance of the 60s, but imo, the "album arms race" started with this one. Without it, the musical landscape isn't the same as the concept of an entire album of worthy material wouldn't have been as widely adopted. With the praise out of the way... it's pretty one note. A great Folk Rock album, but as it's often compared to other albums (cough Pet Sounds), it doesn't hold a candle to them.
  5. The Beatles - Magical Mystery Tour (1967) B+ [3 listens] // A {3 listens} This is fun, bro. No it's not a legendary album, hell, it's not really a fully formed one as it's really a soundtrack compilation album. But looking at all the songs, they're just fun. Even a half assed Beatles album is still incredible (no I haven't listened to Yellow Submarine, why do you ask?).
  6. The Doors - Self-Titled (1967) A- [2 listens] // A++ {3 listens} Wow, this is why multiple listens are super important. Many of the songs I thought were "so so" are so much better compared to other Blues Rock I've heard so far. Ray Manzarek is a god on the keys and Jim Morrison is pretty magnificent on every song. It still feels dated, as it's not super complex in it's song structure (like in LA Woman), but every song is great. JUST short of a masterpiece.
  7. The Who - Tommy (1969) B [1 listen] // D++ {1 listen} I was being generous on the original post, I really didn't like this album. After one more listen, I really hate it. The story is complete nonsense and the music really doesn't make up for it. But that's not why I hate it so much; it's the length. If you're gonna be a late 60's mess, be your flamboyant mess and get in & get out. But it's an overly long, drawn out, bore of an album. It's mind boggling that anyone would prefer this over Quadrophena. Pinball Wizard is a great song tho, but don't tell anyone I said that.
  8. King Crimson - In The Court of the Crimson King (1969) A- [1 listen] // A {1 listen} listening to Moody Blues' Days of Future Passed made this album a better listen. That jazz prog rock, with a laid back feel instead of completely psychedelic. The rest of the album (outside the intro) was a better listen this time around with better context, as I remember being bored with much of it. Now that I'm familiar with early Prog Rock, this doesn't feel as foreign anymore.
  9. The Beatles - Let It Be (1970) B+ [3 listens] // A {3 listens} yea, I'm a Beatles stan. Yea, it's probably the weakest Studio Era album. Yea, I enjoy the atmosphere of this album more than the music itself; as a last who-rah of a crumbling friendship that can only be held together by creating music, as that is where the only fun is still found amongst these guys. Do I like to pretend that Don't Let Me Down is apart of this album, so I can grade it higher? Also, yea.
  10. David Bowie - Hunky Dory (1971) A+ [2 listens] // A {2 listens} this is Art Rock. Not being a glam/hard rock fusion makes it less heavy than its successor. It also suffers for not having multiple strong anthems to hold the entire thing. Changes, Life on Mars, Andy Warhol, Queen Bitch are all great songs, but I doubt any are in Bowie's top 5. The other songs don't hold up as much I remembered.
  11. Carole King - Tapestry (1971) A- [2 listens] // A {2 listens} Joni Mitchell's Blue was the driving force this time around. That personal folk storytelling, with that lively piano yet cozy, warm atmosphere. With more listens, I don't really love the lyrical composition as I just love the tone of the thing. I can sit next to a warm fire (or on a window sill) and turn this on and relax. I understand what the genre of Soft Rock is going for now.
  12. David Bowie - the Rise and Fall of Ziggy Stardust and the Spiders from Mars (1972) A+ [2 listens] // Masterpiece {3 listens} Probably didn't give this one too much thought when grading it, as I think I just fell in love with a few songs on it and forgot about the rest. Listening to this front to back... it's flawless. I tried to find a song that wasn't good or that was kinda boring, but they're all perfect. I've listened to Ziggy Stardust and Starman COUNTLESS times in the past year, and will randomly get guitar riffs from random songs off this album to pop in my head. Of his 4 albums I've listened to, I still think Low is his best, as the atmosphere of that Side B is unmatched. But this album is what I'd consider objectively perfect, as every song is great. Easy masterpiece, and a great example of why sitting with an album is just as important as giving it a bunch of listens.
  13. Queen - A Night at the Opera (1975) A- [2 listen] // A {2 listens} Fun stuff. I enjoyed the multiple vocalists being apart of it instead of only Mercury, made it feel like a "stage play" with a revolving cast. I think I might have been a bit to harsh on this one, as most of the album wasn't that memorable, with how amazing Bohemian Rhapsody is. I didn't understand what this album "was" with it's vaudeville style, but now, I see that it's this halfway point between the Hard Rock and the Prog Rock of the 70s, with that theatrical flair to make it standout. Definitely worth checking out.
  14. Sex Pistols - Never Mind the Bollocks, Here's the Sex Pistols (1977) B [2 listens] // A- {2 listens} In 1987, Rolling Stone listed this as the 2nd best album of the last 20 years (since 1967) only after Sgt. Pepper's and man, did that made it easy for me to view this as overrated. I think since listening to more Punk Rock that followed this, I start to see how much better they've done with this compared to others. The guitar playing actually changes throughout the song, Johnny Rotten is actually expressive and feels spontaneous, and the drumming is creative. But the real change in opinion is the guitar playing: the riffs on many of these songs are undeniably awesome, which gives Rotten so much to work on top of. My biggest gripe with Punk Rock is how repetitive some bands can be. Now after more listens to this, I can absolutely NOT say the same can be said about this album. It's varied and expressive; how Punk Rock should be.
  15. Steely Dan - Aja (1977) A [1 listens] // A+ {1 listen} better than I remember. The jazz rock combo is really good, it really leans into the jazz instead of simply using it as an aesthetic. It's not Prog whatsoever, just jazz with traditional Rock instruments. Honestly, you can barely tell if this would considered Rock at all. You really got to like jazz to love this tho. It has that free flowing feel of that genre, from the instrumentation to the flow of the singer. Great album! I'm assuming Steely Dan is hated by the rock community because of this heavy leaning into jazz. Which is understandable, but that doesn't mean they don't make phenomenal music.
  16. AC/DC - Highway to Hell (1979) B+ [2 listens] // B {1 listen} They haven't quite moved away from the Blues sound yet. Back in Black is a pure distillation of what Hard Rock should be as a stand alone genre, but they don't quite have that confidence in being that brash yet. Bon Scott does a lot of heavy lifting as Angus Young doesn't have that swagger in his solos yet. A lot of the songs aren't super great, but they at least still carry energy. Highway to Hell is a fantastic song, but the majority is just meddling around in this laid back blues style.
  17. Dire Straits - Brothers in Arms (1985) B [1 listens] // B- {2 listens} I originally wrote this off as one that I "just didn't get", with how insanely commerically successful it is. Now after listening to their Self-Titled album, it actually becomes even more disappointing as you know how much more they're capable of. There's such a signature style on it and this throws all of it away in exchange of a 80s soft rock sound. Walk of Life and So Far Away are good tunes, due to the guitar hooks; everything else is just shallow.
  18. Pixies - Doolittle (1989) A- [2 listens] // A+ {2 listens} Now, I view this band on the level of the Beatles or Velvet Underground as one of those influential bands that changed music. At the time, Doolittle was too weird for me, but with much more context from this era, this is just insanely great. Compared to Surfer Rosa, the versatility is on a different level. While it is great and varied, it's not exactly "great" in any one area, so I can see why the bands that were influenced by them are viewed as better, as their stuff would've been more focused in one style instead of all over the place. Great album, legendary band.
  19. Alice in Chains - Dirt (1992) A [2 listens] // Masterpiece {4 listens} This album is a grower. Every time I listen to it, I like another song from it. The harmonies are God tier, the guitar riffs, God Tier, the choruses, God tier. Layne Staley and Jerry Cantrell... peanut and jelly. I've given out 2 masterpieces to grunge albums (Nevermind and Ten), so what makes this different from those is that Dirt takes its time in developing songs. So many of these songs start slow and somber, and quickly turn aggressive and passionate! Gnarly riffs on one song, than a few minutes later, you're listening to soft vocals behind a rough, tortured voice. Not a bad song on here, hit after hit, I got to say it's a masterpiece.
  20. Nine Inch Nails - The Downward Spiral (1994) A [3 listens] // A+ {2 listen} the word "gritty" might get thrown around a ton by me, but I still haven't heard such a brutal, harsh sounding album while still having pristine production value. It's nasty and mean. Even in the slow moments, you can feel the pain, anger, or sadness in his voice. Compared to other stuff, it doesn't have that much replay value to it, as it's not exact what one would call "musical". But you got to call it what it is: art.
  21. Green Day - Dookie (1994) A [2 listens] // A+ {1 listen} It's just good music. Yes, the ceiling isn't as high as it could be, but it's so enjoyable that it is always a fun listen. The album is on point from start to finish, it's one of those "if you like one, you like it all" love it or hate it kind of deals. From Burn Out to When I Come Around is just Pop Punk perfection; the backhalf doesn't hold up compared to the start, but it's all still very good.
  22. Weezer - Self-Titled "The Blue Album" (1994) A- [1 listen] // A {2 listens} I only gave this one listen and only revisited it after listening to Pinkerton. Isn't not as dismissable as I originally remembered, as I only gave it one listen. It's more POP- punk thank pop-PUNK compared to Dookie, which led me to not care for it as much. And it's pretty good pop, with a punk style to give it some edge, I guess. I still like Pinkerton more than it, but it can definitely stand alone as a good album itself.
  23. Oasis - Definitely Maybe (1994) A [2 listens] // A+ {2 listens} Liam Gallagher is really good... but Noel Gallagher is the truth, bro. That dude knows how to make a great song. They aren't super complex, but they're all have perfect execution. Mix in that Wall of Sound effect with the guitars, it makes this stand out even more from the overwhelming stacked albums of the 90s. The non-single tracks aren't as strong compared to (What's the Story) Morning Glory?, as that album is damn near perfect imo. Great debut album.
  24. Radiohead - The Bends (1995) B+ [1 listen] // A {2 listens} If Radiohead didn't make this album, I highly doubt I would've listened to this. Which is a shame, because this is a really good album. On the flip side, being a Radiohead album also did more harm than good, as it gets massively overshadowed. I admittedly did a half assed listen to "get to the famous stuff". Fake Plastic Trees, the Bends, and Black Star are great songs. I've listened to Ok Computer so much that I come to think of it as their official "start" of their sound, when in reality, they set the stage on The Bends of what can be possible down the road. Also, they toured with Alanis Morissette with the album, so extra bonus points!
  25. Arcade Fire - Funeral (2004) A- [2 listens] // A+ {2 listens} better than I remembered. I definitely thought it was borderline pretentious, with how the song structure is when I originally listened to it. Now, without that stigma, it's not THAT abstract and I've come to admire the creativeness of it. I always love when there's women vocalists, to mix up the sound and so many different instruments add even more to the variety. It always feels like a new listen, with how many things I'll forget to notice and remember again.
  26. Lcd Soundsystem - Sound of Silver (2007) A- [1 listen] // A {2 listens} The first 4 songs are awesome; Get Innocuous with it's multirhythmic layering is my textbook PERFECT song, a 21st century "Remain in Light" homage. The rest just loses this energy and it's never found again. Compare the first track with the last one and it sounds like two different projects. I know you can call me a hypocrite with how much I love Remain in Light, but at least with that one, it's only the last song and not half of the album. Seriously tho, Get Innocuous is a top 10 song of all time
  27. Tame Impala - Currents (2016) A- [1 listen] // B+ {1 listen} Didn't expect my feelings to decrease, but compared to Lonerism, this is so mid. The lack of a real "great" song (Rihanna's Same Old Mistakes clears) makes it tough to love. It is consistent though, so it's still a good listen; just not a memberable one.
Albums I revisited, but no change in opinion. I feel like with these, I need to explain/defend myself more than I did on the original reviews:
  1. Beach Boys - Pet Sounds (1965) A+ [4 listens] // {3 listens} After listening to a good chunk of their discography, I've come to two conclusions on Pet Sounds: 1) This album is truly lightning in the bottle as they NEVER reach it's level of consistency in quality from track to track. 2) Baroque Pop, while groundbreaking, came and went as fast as it arrived, mainly due to how abstract it is compared to its successor, Psychedelic Rock. Beyond that, there are a few skips that are solely due to wild creative mind of Brian Wilson. As a musical genius, dare I say better than Lennon and McCartney, but as a songwriter? Not even close imo. Rubber Soul, Revolver, Sgt. Pepper's are all great albums, while Pet Sounds can be argued to be their only great album (Wild Honey is also a good listen). I know bringing up the Beatles can be annoying, but the Beatles made great "hit singles" with their song layout, while about only half of the tracks on Pet Sounds are what I'd consider a traditional song. That's probably why I don't think it's so amazing (I kinda feel the same about progressive Rock) as I tend to favor music with a concise structure; even as unoriginal the structure may be.
  2. Jimi Hendrix Experience - Are You Experienced? (1967) B+ [1 listen] // {1 listen} I can't get into it. The songwriting isn't there, especially compared to the stuff that would follow it. This is him at his rawest, but it's a reason why Medium Rare is the most commonly cooked steak.
  3. The Rolling Stones - Let It Bleed (1969) B+ [2 Listens] // {3 listens} Thought I would flip on this album, but surprisingly didn't change at all. I still think Gimme Shelter is the best Rolling Stones song and I still think You Can't Always Get What You Want is still a phenomenal album closer, but everything in between is pretty lackluster (besides Live With Me).
  4. Pink Floyd - Dark Side of the Moon (1973) A [4 listens] // {1 listen} I do enjoy this album more now I know how other Progressive Rock bands sound like, but not enough to raise it a grade. I enjoy Time and the whole second side much more and the "emptiness" of the genre doesn't bother me as much. But the first half is still a little too abstract for my liking. However, I do see how people can view this as their GOAT album with how groundbreaking it's release was at the time and outside of only other Pink Floyd albums, there's nothing else in this genre that really matches the "entering another world" feel it creates.
  5. Pink Floyd - Wish You Were Here (1975) A [2 listens] // {1 listen} Similar thoughts to DSotM, but this one has the more catchy "songs" and partly why I love it more. Welcome to the Machine and Wish You Were Here are fantastic, but overall not enough meat for my liking.
  6. The Ramones - Self-Titled (1976) B [2 listens] // {2 listens} I decided to give the Godfathers of Punk another try since I surprisingly came over to like the other Godfather, the Sex Pistols. And yeah... still isn't my thing. Way too one note, monotone singing, guitar takes over too much of the sound, etc. There are a few good hooks here and there, but you basically hear the entire song in the first 15 seconds. Everything I hate about Punk, stemmed from this album and made a lazier copy.
  7. The Smashing Pumpkins - Siamese Dreams (1993) A+ [2 listens] // {1 listen} apparently the Smashing Pumpkins aren't considered grunge? If that's the case, comparing them to a Noise Rock band like a Sonic Youth or a Faith No More, they don't they don't rock out as much as I'd like. Also, I don't like how a few of these songs sound similar to each other. Today and Hummer of course are all top tier songs, but it's just not as much of a comprehensive project as Mellon Collie. Yea, it's definitely not grunge, as it would be much harder if it was.
  8. Radiohead - Ok Computer (1997) A++ [2 listens] // {4 listens} Close, but no cigar. The first 3 songs and the last 3 songs are PERFECT, it's the stuff in between that makes it fall just short. The run of Karma Police into Fitter Happier to Electioneering is also a great moment in the album. Honestly, it's just Exit Music being "okay" that really stops it from being considered a masterpiece in my eyes. Still one of the greatest albums of all time, but not perfect in my eyes. This album is my perfect barometer for an A++ grade; it's objectively a perfect, but on the subjective level, there's nothing that makes me "adore" it. I completely understand how anyone thinking an A++ album I graded is a masterpiece, as I have to personally love it that extra step for it to get to that level.
  9. Radiohead - In Rainbows (2007) A++ [3 listens] // {3 listens A+/A+/A++} Let me end it on a positive review: I didn't really give a thorough listen to it at first, as I don't remember much from it. Over time, my opinion on it dropped as I truly didn't see why people find it so special as they do. Ok Computer easily has the better individual tracks, Kid A is easily the most experimental. After finally revisiting it, maybe because it's a great midway between the two, with a weird electronic-rock-jazz fusion. Feels like there's not a single wasted second; every beat and note is meticulous. It's more chilled and laid back, which threw me off on the repeat listens. The hodgepodge of electronic and experimental sounds, being used in this traditional lofi style instead of being a fast paced one, was the curve that made it hard to love it at first, but now I think that's what makes it unique in its execution. A LOT of these rhythms could have been large and bombastic, and I kinda admire it's restraint in remaining "down in Earth". Also the album cover is noteworthy, where it feels completely spontaneous, never fully knowing what to expect going in. Definitely deserves its high praise
Albums I also revisited, but no change in opinion. Don't have too much to add on these, but listed them as my grades are concrete on these compared to the ones I didn't choose to listen to:
  1. The Velvet Underground & Niko - Self-Titled "The Banana Album" (1967) A+ // Venus in Furs maybe one of the greatest songs ever composed
  2. Cream - Disraeli Gears (1967) A+ // It still holds up, so damn awesome
  3. Bob Dylan - John Wesley Harding (1967) B+ // yeah, he's kinda rambling on this one
  4. The Stooges - Fun House (1970) A- // it's "the Stooges", possibly their best
  5. The Rolling Stones - Exile on Main Street (1972) B+ // Nope, still didn't love it, still a mess
  6. Elton John - Goodbye Yellow Brick Road (1972) A++ // One I thought wouldn't have held up. I shall never question Sir Elton's greatness again
  7. The Eagles - Hotel California (1975) B // Great start, gets worst as it goes on
  8. Patti Smith - Horses (1975) A- // labeling this "Punk Rock" is a nicer way of calling this weird af
  9. The Clash - London Calling (1979) Masterpiece // Not only is there not a bad song here, but every song is perfect. Not great... PERFECT
  10. U2 - Joshua Tree (1987) B+ // I can't deny that there are some good songs on here, even if I'll never listen to it again
  11. The Cure - Disintegration (1989) A // after 375 Rock albums, Plainsong is still the greatest opening track
  12. U2 - Achtung Baby (1991) A- // you gotta admit Bono is pretty cool on this one
  13. Nirvana - In Utero (1993) A // love the Bass guitar's tone on this one, rawer contrast to Nevermind. I'm glad I didn't grow up in the 90s, as this will always sound so new and fresh to me :)
  14. System of a Down - Toxicity (2001) Masterpiece // Similar to Hybrid Theory, if this wasn't labeled as "Nu-metal" (and maybe didn't get so overplayed and copied), even the most pretentious critic couldn't deny how great this is
  15. Green Day - American Idiot (2004) A+ // Feels almost like a different band, the songs are much more nuisanced in its lyrics and its musical structure. That transition from Holiday to Boulevard still gives me goosebumps, such a great song.
  16. Arctic Monkeys - Whatever You Say I Am, That's What I'm Not (2006) A++ // a tour guide to the UK nightclubbing/pub scene, way better than it has any right to be honestly
Bonus: Ween - 12 Golden Country Greats (1996) A [4 listens B/A-/A-/A] Country is still a somewhat foreign genre for me and I've been kinda bored with the concept of it. But it's Ween, so they've fully earned my trust at this point so I'll give this a try. This style is more or less my biggest indifference with the genre: it's not heavy enough to be impactful as rock, yet not soft enough to be as intimate as Folk. It's in this inbetween grey area where it's just not super captivating for me. With that said, it's rarely has been the "so bad, I can't stand to listen to it" levels of boredom that it has been made out as. That signature tongue-in-cheek humor of Ween is here and it makes the project more enjoyable. With Ween, whether it's supposed to be satirical or serious, the quality of songwriting is always top tier, so it's very easy to take whatever they're doing with my full respect rather than viewing it as just a joke. Japanese Cowboy, Mister Richard Smoker, Powder Blue, Piss Up a Rope and You Were the Fool (the best one) are my favorites; but other than Fluffy, every song is a good time. What really sells this album in particular, is that none of these songs would sound out of place on one of their other Rock centric albums, which allows me to extend a lot more grace towards it. Pretty good listen. For what it is, it's pretty consistent, but there's of course better Ween albums out there.
submitted by MrC_Red to u/MrC_Red [link] [comments]


2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village

Welcome to Green Valley

Four Merry Jaunts Through the Bumpkin Quest Campaign

CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here. https://www.patreon.com/posts/adventure-to-83830560
I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.

Hills Furrow

At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?

CHAPTER 1: Green Tide

We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.

ACT 1: Pre-Festival

The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)

ACT 2: Sweeping Day

A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade
The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.

ACT 3: Winter’s End

Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.

ACT 4: Day of Ashes

The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!

CLOSING

After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.

CHAPTER 2: A Cartload of Chickens

After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.

ACT 1: Meet the Boss

In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”

ACT 2: Chicken Dance

Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions

ACT 3: Bumpy Roads

They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken

ACT 4: Final Delivery

They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.

CLOSE

When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.

CHAPTER 3: Marvin the Magnificent

After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.

ACT 1: To the Tower

They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.

ACT 2: Marvin the Magnificent

As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions

ACT 3: The Cabinet of Mysteries

The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow

ACT 4: Blinking Goats

Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats

CLOSE

Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.

CHAPTER 4: High Society

They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.

ACT 1: Special Delivery

The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.

ACT 2: Put up the Tent

After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts

ACT 3: Put These On

After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food

ACT 4: An Evening to Remember

At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.

CLOSE

We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.

QUEST-LINE CLOSING

Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village

Welcome to Green Valley

Four Merry Jaunts Through the Bumpkin Quest Campaign

CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here. https://www.patreon.com/posts/adventure-to-83830560
I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.

Hills Furrow

At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?

CHAPTER 1: Green Tide

We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.

ACT 1: Pre-Festival

The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)

ACT 2: Sweeping Day

A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade
The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.

ACT 3: Winter’s End

Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.

ACT 4: Day of Ashes

The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!

CLOSING

After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.

CHAPTER 2: A Cartload of Chickens

After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.

ACT 1: Meet the Boss

In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”

ACT 2: Chicken Dance

Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions

ACT 3: Bumpy Roads

They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken

ACT 4: Final Delivery

They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.

CLOSE

When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.

CHAPTER 3: Marvin the Magnificent

After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.

ACT 1: To the Tower

They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.

ACT 2: Marvin the Magnificent

As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions

ACT 3: The Cabinet of Mysteries

The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow

ACT 4: Blinking Goats

Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats

CLOSE

Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.

CHAPTER 4: High Society

They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.

ACT 1: Special Delivery

The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.

ACT 2: Put up the Tent

After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts

ACT 3: Put These On

After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food

ACT 4: An Evening to Remember

At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.

CLOSE

We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.

QUEST-LINE CLOSING

Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough for a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
submitted by Centumviri to DnDBehindTheScreen [link] [comments]


2023.05.31 15:25 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village

Welcome to Green Valley

Four Merry Jaunts Through the Bumpkin Quest Campaign

CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here. https://www.patreon.com/posts/adventure-to-83830560
I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.

Hills Furrow

At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?

CHAPTER 1: Green Tide

We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.

ACT 1: Pre-Festival

The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)

ACT 2: Sweeping Day

A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade
The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.

ACT 3: Winter’s End

Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.

ACT 4: Day of Ashes

The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!

CLOSING

After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.

CHAPTER 2: A Cartload of Chickens

After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.

ACT 1: Meet the Boss

In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”

ACT 2: Chicken Dance

Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions

ACT 3: Bumpy Roads

They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken

ACT 4: Final Delivery

They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.

CLOSE

When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.

CHAPTER 3: Marvin the Magnificent

After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.

ACT 1: To the Tower

They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.

ACT 2: Marvin the Magnificent

As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions

ACT 3: The Cabinet of Mysteries

The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow

ACT 4: Blinking Goats

Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats

CLOSE

Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.

CHAPTER 4: High Society

They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.

ACT 1: Special Delivery

The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.

ACT 2: Put up the Tent

After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts

ACT 3: Put These On

After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food

ACT 4: An Evening to Remember

At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.

CLOSE

We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.

QUEST-LINE CLOSING

Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.30 21:39 Nomeerkat781 Channel 781 News Week of 5-22-2023

Headlines: https://youtu.be/IH5MFOmmZPI
Deadly Shooting / Moody St. Hyrbid Closing / New Candidates / Waltham Pride / Housing Notification Ordinance / Energy-Efficient Building Codes / Proposed Sober House / Lexington Power Plant
Debrief: https://youtu.be/IH5MFOmmZPI
1:00 What to expect from Waltham Pride? (Nick Hammond) 3:10 Speakers at Pride 4:40 Where’s the money come from for Waltham Pride? 6:46 Volunteer at Waltham Pride! 9:25 Waltham Reproductive Justice Paint Event @ Pride! (Amanda Kennedy) 10:45 Sneak Peak at Portrait 13:45 Waltham City Council Passed Pride Resolution - Not Everyone Signed On 16:30 Shoulda Been A Roll Call 21:06 Tenants Rights Ordinance 26:20 Difference Between a Citizen Input Hearing and a Public Hearing 30:00 Sober House Application Goes Awry 33:20 Clips From the Meeting 38:20 Councilor Bradley-MacArthur's Climate Resolution Shot Down 43:00 If The Whole World Doesn’t Agree To Do Something, It’s Not Worth Doing (Councilor Lafauci) 46:25 This Puts Anthony Lafauci To The Right of Oil Industry 50:30 Waltham Should Be Leading, like We Used To
Headlines transcript:
Waltham resident Shelson Jules passed away on Monday 5/22, apparently from a gunshot that occurred about 1:30am near Lyman St. and Faneuil St. According to a gofundme set up to support his family, Shelson was also known as JJ and was a 22 year-old alum of Waltham High School. Waltham Police and the district attorney are investigating the shooting and so far no additional details have been made public.
This weekend is the first weekend a portion of Moody St. is closed to cars this year under the new "hybrid" plan that allows for outdoor dining but with more restrictions than in past years. Moody St. from High St. to Pine St. will be closed to cars Thursday evening through Sunday, as well as some holiday Mondays , from now through September 25. According to a WCAC article, business owners have mixed feelings about the new arrangement but 12 restaurants as well as the Game Underground have applied to use outdoor space.
A few more prospective candidates have pulled papers for this year's Waltham election. They include one more person who's been part of our Channel 781 News team-- Chris Hammer, who has helped us with video production, plans to challenge Councilor Harris in Ward 8. In addition Tammy Wong-Bigelow is the first challenger to pull papers for the School Committee race, Waltham Police Officer Paul Tracey has pulled papers for Ward 3, and elementary principal Stephen Duffy plans to run at-large.
Waltham Pride is happening next Saturday, June 3 on the Waltham Common. This is the third time in Waltham's history that we've had our own Pride event, and the second year on the Common. Some of last year's popular performers will be returning including Missy Steak, Evan Greer, Toast, Katie Gullotti, Rose Bello, and Zumba with Jen, along with a new drag performer Iris Laveau. Speakers will include community members from the middle school, high school, Brandeis, a local Church, and Waltham's recently formed Trans Alliance. That's 11-4 on Saturday and if you'd like to help out, there's still time to sign up as a volunteer. We'll have Nick Hammond and Amanda Kennedy on our debrief show to talk more about th event.
In this week's city council meeting, Councilors Bradley-MacArthur, Paz, and Darcy introduces a resolution recognizing Pride month and calling for a Pride flag to fly on the Common. The council voted to approve that without committee reference.
Also in this week's meeting Councilor Paz re-submitted the housing rights notification ordinance, and the council set a date for a citizen input hearing to take place Wednesday 6/21 at 6:30pm at Government Center. That ordinance was originally proposed by Watch CDC and would require landlords to give tenants in danger of eviction information about their rights. The new version Paz submitted includes language that also protects homeowners in danger of foreclosure.
Also in recent meetings, the city council shot down a proposal to make Waltham's building codes more energy efficient. The state sets standard that require new buildings or renovations to meet a certain level of energy efficiency, but municipalities can choose to adopt "stretch codes" that require a higher standard, which Waltham has done in the past. Councilor Bradley-MacArthur submitted a resolution to adopt the latest stretch codes, which was discussed at the Public Works & Public Safety Committee on 5/15. At that meeting Councilor LaFauci argued that the standards were too difficult to meet and would cost the city money by deterring people from renovating their homes. He said that "fossil fuels are not going away" and argued that it doesn't make sense for Waltham to take steps to address climate change if not all states and countries are doing it. The committee recommended the council file the resolution with prejudice, meaning they will not take action on it and no one can submit a similar resolution for at least a year. In the following meeting the council voted to do just that despite an effort by Councilor Bradley-MacArthur to send it back to committee.
Also at this meeting neighbors showed up to oppose a proposed lodging house on Robbins street that would provide shared bedrooms for about 20 people in recovery from addictions. That was sent to committee and we'll talk about that more on our debrief show.
A proposed solar plant in Lexington near the Cambridge Reservoir and the Waltham line was approved by the Lexington Planning Board on 5/17. The City of Waltham previously went to court to prevent developers from building an access road to the plant through a Waltham neighborhood, but lost. More recently Waltham neighbors organized to pressure the Lexington government not to approve the project. At the recent council meeting Councilor Darcy requested certain city department heads come to the next meeting to discuss.
There's no city council meeting this week but committee meetings will return June 5.
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2023.05.30 20:02 Centumviri Welcome to Green Valley: 4 Bumpkin Quest Adventures

Welcome to Green Valley

Four Merry Jaunts Through the Bumpkin Quest Campaign

CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here. https://www.patreon.com/posts/adventure-to-83830560
I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.

Hills Furrow

At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?

CHAPTER 1: Green Tide

We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.

ACT 1: Pre-Festival

The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)

ACT 2: Sweeping Day

A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade
The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.

ACT 3: Winter’s End

Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.

ACT 4: Day of Ashes

The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!

CLOSING

After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.

CHAPTER 2: A Cartload of Chickens

After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.

ACT 1: Meet the Boss

In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”

ACT 2: Chicken Dance

Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions

ACT 3: Bumpy Roads

They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken

ACT 4: Final Delivery

They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.

CLOSE

When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.

CHAPTER 3: Marvin the Magnificent

After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.

ACT 1: To the Tower

They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.

ACT 2: Marvin the Magnificent

As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions

ACT 3: The Cabinet of Mysteries

The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow

ACT 4: Blinking Goats

Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats

CLOSE

Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.

CHAPTER 4: High Society

They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.

ACT 1: Special Delivery

The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.

ACT 2: Put up the Tent

After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts

ACT 3: Put These On

After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food

ACT 4: An Evening to Remember

At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.

CLOSE

We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.

QUEST-LINE CLOSING

Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.30 17:50 Then_Marionberry_259 MAY 30, 2023 CCW.V CANADA SILVER COBALT PLANS TO APPLY FOR RECOVERY PERMIT

MAY 30, 2023 CCW.V CANADA SILVER COBALT PLANS TO APPLY FOR RECOVERY PERMIT
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(TheNewswire)
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Coquitlam, BC – TheNewswire - May 30, 2023 - Canada Silver Cobalt Works Inc. (TSXV:CCW) (OTC:CCWOF) (Frankfurt:4T9B) (the “Company” or “Canada Silver Cobalt”) announces that the Company is pleased that the Ontario Legislature has approved Bill 71 containing changes to the Ontario Mining Act which marks the way for regulations of the recovery permit. The recovery permit will be a streamlined method to reprocess historic mine wastes like the Beaver Mine and Castle Mine stamp mill tailings.
“We are excited that Bill 71 is approved and will lead to new developments in regulation in Ontario including the mineral recovery permit. This should enable us to process tailings like those at the Beaver Mine in a cost effective and timely manner and could lead to new opportunities that previously had unneeded hurdles. Not only will this allow companies like Canada Silver Cobalt to turn historic hazards into profits but gives us the opportunity to clean out deleterious elements from the environment, and restacking or disposing of tailings in a cleaner more stable fashion,” said Matt Halliday, P.Geo. President of Canada Silver Cobalt Works Inc.
Potential Sites for Application of Recovery Permit:
Beaver Mine Tailings
Canada Silver Cobalt Works completed 127 sonic holes for 354 meters recovered at the Beaver Mine and 378 samples were assayed for silver, cobalt, nickel and copper. The grade for tailings was high with silver assays ranging from 13.7 to 314 grams per tonne. See news release from February 5, 2021,
Castle Mine Tailings
SGS Lakefield produced a gravity concentrate from the Castle Mine tailings grading 389 g/t silver. 0.63 g/t gold and 0.20% cobalt. See news release from March 1, 2019.
According to Ontario’s Critical Minerals Strategy , the government is encouraging mineral recovery from mining waste. Mining is becoming cleaner through new technology that reduces environmental impacts. To facilitate mineral recovery, Ontario amended the Mining Act to introduce the new recovery permit. This will allow the reprocessing of mining wastes without the requirement to file a mine production closure plan or obtain a mining lease. The government has stated it is committed to developing the regulatory framework for the mineral recovery program, and is exploring innovative solutions for rethinking mining wastes. The intention is to measure success by reducing the burden and realizing cost savings for the mineral development sector, reduce the time an application takes, increase clarity on the regulatory requirement and application process.
Part of the framework:
To obtain a recovery permit to undertake this activity, an applicant is required to demonstrate in its application that it will remediate the land such that the condition of the land, with respect to one or more of: (i) public health and safety or (ii) the environment, is improved following the recovery and remediation activities. (Source: Environmental Registry of Ontario March 2, 2023 ero.ontario.ca )
The recovery permit provisions have not yet come into force.
Qualified person
The technical information in this news release was approved and prepared under the supervision of Mr. Matthew Halliday, P.Geo., (PGO), President and COO of Canada Silver Cobalt Works Inc., a qualified person accordance with National Instrument 43-101.
Quality Assurance/Quality Control
The Beaver tailings were sampled using a Sonic drill. The drill holes are all vertical with a maximum hole length of 4.78 m and a maximum sample length of 1.6 m (average individual sample length 0.8 m). Drill sample recovery is around 85%. Two quality control samples (blank and standards) were inserted into each batch of 20 samples. The tailings samples were placed in a plastic bag, tagged and sealed then shipped to ALS laboratory Val D'Or. The entire sample was dried, weighed and fully pulverized up to 250 g 85% <75 µm. Samples were then split using riffle splitter and 35 elements were analysed using Aqua Regia ICP-AES. Samples grading above 100 g/t Ag, 10,000 ppm Cu, 10,000 ppm Mo, 10,000 ppm Pb or 10,000 ppm Zn were reanalysed using OG46 Method. A total of 10 blank and 10 standards (STD 1 and STD 2) were used during the sampling program.
A 120-kilogram sample from the Castle mine’s historic tailings pond was randomly collected in pails and subsequently transported by courier to SGS Laboratories, an accredited lab in Lakefield, Ontario. Samples were submitted for assay. Aqua regia digestion and atomic absorption finish were used for silver, gold, cobalt, nickel and copper analysis.
Cautionary Statement
No resource estimate or economic analysis of the Castle tailings area has been carried out by the Company.
Canada Cobalt will not be basing a production decision at Castle on a feasibility study of mineral reserves demonstrating economic and technical viability, and as a result there is increased uncertainty and there are multiple technical and economic risks of failure associated with such a decision. These risks, among others, include areas that are analyzed in more detail in a feasibility study, such as applying economic analysis to resources and reserves, more detailed metallurgy and a number of specialized studies in areas such as mining and recovery methods, market analysis, and environmental and community impacts.
About Canada Silver Cobalt Works Inc.
Canada Silver Cobalt Works Inc. recently discovered a major high-grade silver vein system at Castle East located 1.5 km from its 100%-owned, past-producing Castle Mine near Gowganda in the prolific and world-class silver-cobalt mining district of Northern Ontario. The Company has completed a 60,000m drill program aimed at expanding the size of the deposit with an update to the resource estimate underway.
In May 2020, based on a small initial drill program, the Company published the region’s first 43-101 resource estimate that contained a total of 7.56 million ounces of silver in Inferred resources, comprising very high-grade silver (8,582 grams per tonne un-cut or 250.2 oz/ton) in 27,400 tonnes of material from two sections (1A and 1B) of the Castle East Robinson Zone, beginning at a vertical depth of approximately 400 meters. Note that mineral resources that are not mineral reserves do not have demonstrated economic viability. Please refer to Canada Silver Cobalt Works Press Release May 28, 2020, for the resource estimate. Report reference: Rachidi, M. 2020, NI 43-101 Technical Report Mineral Resource Estimate for Castle East, Robinson Zone, Ontario, Canada, with an effective date of May 28, 2020, and a signature date of July 13, 2020.
The Company also has: (1) 14 battery metals properties in Northern Quebec where it has recently completed a nearly 16,000-metre drill program on the Graal property; and (2) the prospective 1,000-hectare Eby-Otto gold property close to Agnico Eagle’s high-grade Macassa Mine near Kirkland Lake, Ontario where it is exploring. (3) lithium property – 230 square kilometers of greenfield exploration ground focussed along a significant volcanic sedimentary rock – Archean granite contact near Cochrane, Ontario contiguous to Power Metals’ Case Lake Lithium properties.
Canada Silver Cobalt’s flagship silver-cobalt Castle mine and 78 sq. km Castle Property feature strong exploration upside for silver, cobalt, nickel, gold, and copper. With underground access at the fully owned Castle Mine, an exceptional high-grade silver discovery at Castle East, a pilot plant to produce cobalt-rich gravity concentrates, a processing facility (TTL Laboratories) in the town of Cobalt, and a proprietary hydrometallurgical process known as Re-2Ox (for the creation of technical-grade cobalt sulphate as well as nickel-manganese-cobalt (NMC) formulations), Canada Silver Cobalt is strategically positioned to become a Canadian leader in the silver-cobalt space. More information at www.canadasilvercobaltworks.com
“Frank J. Basa”
Frank J. Basa, P. Eng.
Chief Executive Officer
For further information, contact:
Frank J. Basa, P.Eng.
Chief Executive Officer
416-625-2342
Or:
Wayne Cheveldayoff,
Corporate Communications
P: 416-710-2410
E: [[email protected]](mailto:[email protected])
Neither the TSX Venture Exchange nor its Regulation Service Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.
Caution Regarding Forward-Looking Statements
Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release. This news release may contain forward-looking statements which include, but are not limited to, comments that involve future events and conditions, which are subject to various risks and uncertainties. Except for statements of historical facts, comments that address resource potential, upcoming work programs, geological interpretations, receipt and security of mineral property titles, availability of funds, and others are forward-looking. Forward-looking statements are not guarantees of future performance and actual results may vary materially from those statements. General business conditions are factors that could cause actual results to vary materially from forward-looking statements. A detailed discussion of the risk factors encountered by Canada Silver Cobalt is available in the Company’s Annual Information Form dated July 19, 2021 for the fiscal year ended December 31, 2020 available under the Company’s profile on SEDAR at www.sedar.com.
Copyright (c) 2023 TheNewswire - All rights reserved.
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2023.05.30 16:14 WilsonTeresa223 [HIRING] 11 Jobs in emt Hiring Now!

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2023.05.30 14:25 AlienNationSSB Alien-Nation Chapter 169: Jailbreak

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Chapter summary: Vaughn liberates a bunch of people. Elias can't sleep and makes some decisions and receives a weird offer.
Chapter Art- Vaughn's Mask, a World War One Tanker Splatter Mask

Alien-Nation Chapter 169: Jailbreak

A Leslie's Pool Supplies retail outlet made for a strange rally point for any group of people, even moreso now that the whole strip mall along what had been Concord Pike had long since closed. The stainless letters spelled the forgotten name of the shopping center, still proudly adorned the top of the diagram of blank signs ensured at least the brick obelisk was a conveniently obvious marker for the men to find and make preparations for assaulting the jail.
'Morningstar' squadron had swelled their cell's numbers to well over twenty by absorbing the miscellaneous fragments of other cells, whose skills were more generalized. The name carried over to the newly formed Strike Force by virtue of being both the largest and the lynchpin of the operation's success.
This was the largest force of the three organized groups they'd split into, each aiming to try and hit the larger jails along Route 202, the other two branches making a target list of their own. Vendetta had given them an extra half hour to at least get themselves close to in-position, but with only one shortwave had no way of knowing if they would coordinate their strike. He was a known element to everyone even if only by name. At least Elias's words stayed true; All seemed very familiar and well-practiced with their carried weaponry. More importantly, none contested his assigned leadership or questioned his orders.
Vaughn cradled the RPG he'd been given, eyeing the well-lit building just over the carefully landscaped hill. The last had been over a half hour ago. The box-mart across the old highway was the temporary headquarters of the repositioned Troop One, after the suburbs near Camp Death had been cleared, likely soon to be repositioned again. But the size of the old box-mart seemed to indicate several things, that it was largely indefensible, could contain a fair few prisoners, and by its proximity to Camp Death, could be useful to strike regardless.
The flow of traffic was unusually heavy for being well before the crack of dawn. Perhaps people were trying their luck getting up old 202 to try and reach the border that way, after having no luck along other closed border checkpoints. There was a feeling of self-consciousness in carrying heavy weapons out in the open along a suburban highway most had driven along during peacetime, the juxtaposition of old familiar environment and newly familiar activity showing just how much their lives had changed. Moreso as cars rolled along it like it was a Friday night of olde, the two lives- old and new, bumping shoulders for a moment.
"You ready?" He asked, snapping them back to the present.
Mutters of assent was good enough. Haltingly, everyone in the mishmashed strike team moved toward the precinct's bright lights, taking advantage of the long shadows and occasional noise of the passing cars.
It was an unassuming building, the repurposed garrison made out of some retail outlet built back in the turbulent seventies, all brick and little else but tiny glass doors, with not even windows for the occupants to know the impending violence had been approaching. What era will this be known as? Early Imperial? Resistance? Revolutionary? Wondered the teen, as he leveled it at the lobby. Good? Bad? Hell, I'm just the man with the gun.
Everyone levelled their weapons as once, and Vaughn held a hand high. "We're here to liberate the prison, not blow it sky high," he chuckled. It was hardly armored or reinforced- or at least, so it seemed to him. And if it was, then the Data Center had shown the virtue of striking the same spot with concentrated fire beat showering it with dispersed impacts.
At least the glass door looked normal enough. "Bump and grind, forward. Forward!" He hissed. "Aim at that- there- the front door." Easy enough for the homemade launcher to hit, and these were arguably of the lowest utility if things went sideways. Elias had taught him asset management well- it was a waste to throw your best equipment at a stationary target. While the design was tried-and-tested, Vaughn still took a few steps away.
The improvised launcher let out a metallic clunk, and with a surprisingly subdued noise and recoil the projectile was sent tumbling freely, end over end, the cap blown clean off the improvised launcher. A second later, the giant projectile more than made up for it as the round smashed through the glass door, taking the automatic door slightly off the rails and bowing slightly inward- before then blowing both them and a hail of glass fragments outward as the detonation went off inside the main lobby.
Someone in a security forces uniform staggered out.
"Infantrymen, Fire!" Vaughn roared to the infantrymen, most of Morningstar dutifully restraining themselves as a hail of bullets sprayed into the storefront and even stitched up the exterior brickwork. Clearly, some insurgents were better trained than others judging by the tracer rounds and slowly tapering off rounds.
"Advance and reload! Morningstar, spread out and cover!"
The smoke and dust was subdued, at least for now, and left them with a surprisingly clear view into the front entrance. Red streaks were painted up on the wall, black and grey of smoke-dusted debris mixed in like a spin-art collage.
The lobby's contents were an absolute shambles- everything set on a ledge had been knocked about, including the ledges and desks themselves. The security forces inside responded by charging out the main doors to follow just a second later.
A hail of gunfire met them, most of the armored troopers flinching reflexively, their armor plates overlapping and protecting their wearer. A few reflexively tried returning fire despite the harsh stings of rounds tugging on the mix of fabric, bulletproof weave, and shattering off the neosteel plate they wore. The gunfire never let up on those unfortunate few who had charged out from their cover, the complete lack of coordination, dissimilar reloading times from infantry with unequal amounts of time spent with their weapons. Effective equipment and enthusiasm was undercut by poor training, surprise, and total lack of a plan to counter being outnumbered. Morningstar, on the other hand, had the numbers, the angle, and the element of surprise.
One by one the Security Forces lay flat. Either they were dead, had the fight knocked out of them, or were trying to present as minimal target as they could while they lined up their own rifles to return fire. It was hard to say for certain what the intent was, but the outcome was little different. Round after round continued pouring into them from dozens of unevenly sized magazines, an RPG or two sending the bodies of any who tried opening fire tumbling, their limbs likely held on by the durable material underneath. When they landed, their bodies folded like misshapen laundry, pressed into unnatural shapes with the wearer still inside.
The whole front engagement was over in less than a minute. A pale, non-gauntleted hand waved frantically from behind a shattered brick front, red streaking down the fingers.
"Hold!" Vaughn shouted. "Identify!" The hand continued waving, and Vaughn shoved an unwitting volunteer forward to pull the man out from behind, to reveal a man in a stained tee shirt with a dazed expression and blood dripping from a series of scratches on his cheeks, cut in like a cat's claws had raked over them.
"Civilian!" Vaughn bellowed over his ringing ears. "Any others inside?"
The man shook his head and mouthed 'no,' his voice seemingly too hoarse- perhaps from having spent an untold amount of time screaming.
The man was wrong- there were, or at least 'had been' more security forces inside. A sudden blast and the tinkering of shrapnel caused Vaughn to duck, then charge forward, his improvised explosive launcher discarded, swinging his shotgun around from his back to rest in his hands. A Technical had tried to leave via a service bay exit, apparently not even managing to round the corner before an RPG wielded by a Morningstar veteran had upended the uparmored pickup as it pulled out.
A survivor crawled from the wreckage, and Vaughn sprinted forward, pressing the barrel against the shivering man's temple as he raised his empty hands. The wet splatter kicked high, and Vendetta checked for any other survivors, the smoking tip of his shotgun wafting grey in the fluorescent tubes of the old retail outlet.
The technicals were indeed tough, he noted, but the round seemed to have flown into a wheel well, bypassing the plating. No one else inside seemed to be moving- yet still, he made certain. There'd be no theatrics of announcing himself to an enemy who played dead by standing in the open and giving orders, letting them try and exact some measure of revenge, or gasping out some warning to the shil'vati. No, a strike was to be calculated, and that calculation was to be total.
Two minutes later and a clear picture of the aftermath had emerged. Over five hundred prisoners rescued from the cells, cramped together like sardines, hastily erected concrete laid in a grid backstopping a prefab prison. PVC pipes ran from room to room for toilets no less roughshod in their construction, set straight into the dirty linoleum. Quite a few of the prisoners were deafened somewhat. The skeleton crew of Security Forces personnel hadn't stood a chance- supposedly, most were out, working from some kind of list, or perhaps had finished their shift after a long day of throwing people into prison.
Vaughn gestured with the shotgun. "There's your exit, people. If you're still undecided about the Shil'vati, then this was your wake-up call. If you're still undecided about us, then I'm not sure what to tell you. We just risked our lives to save yours. You want to pay it back? You can either pay it forward by helping us with the next prison, or you can help the Emperor of Mankind. Blankets, food, water, soldiers, guns, ammo, whatever you've got that you think might help. He hasn't said it, but I reckon you all owe him, if you've got a decent bone in your body, you'll at least bring him something, offer to try and help. If you want, you can listen in on the radio for instructions, and if you haven't got a shortwave, I'll separate off a few from our strike squad who can fill you in and get you there, if you feel like chipping in on the war effort."
Vaughn lowered the shotgun, taking a shell off his bandoleer and loading it in to replace the one he'd fired.
"That went well," Parker remarked. "And not a bad speech. Short, to the point, and all that. Honestly, I wish I'd brought a whole crew. One for the close-up on that impact. But, uh, that execution..."
"Completely necessary," Vaughn snapped, irritatedly. "That guy was fatally wounded. Putting him out of his misery was an act of mercy. And you'll remember to narrate that, if you got that on film."
"Of course." Parker didn't deny where he'd been aiming the camera- saving Vaughn at least the headache of reviewing the footage, and then having to kill Parker, if it turned out he'd been lying.
"I'm starting to think of these jail cells as something more like a pinata full of prizes. Namely, insurgents and good PR," he muttered. Truth be told, he'd wanted more of a fight. Vaughn pulled the radio from his pocket, and sent out the broadcast. "Done here. 202 North has been cleared. About four fifty good to go in some sense of the word, though where's anyone's guess. Tried sending them your way, don't know if they'll take it. Another fifty will need medical treatment. No casualties on our end. Surprise was total. We've got pictures. No enemies taken prisoner."
Vendetta stared around the lobby, an idea slowly dawning on him.
"Hey! Hey hey hey! Snag armor off any of the ones that you can. Grab any goods that are stocked up, and arm up anyone who says they're headed to Camp Death with the weapons the guys had here. Come on, we can't stay too long here. You-" he pointed at a man who had held down the trigger on his rifle, spraying the building at full auto. "-You're fucking useless at fighting. Gather up the ones who are able and willing to fight, get them packed into a civilian-style police cruiser, and drive them on over to Camp Death. Everyone, help him load up. Get everything you can out of the Evidence lockers into the trunks- they can fit a lot, trust me, I'd know. Camp Death's going to need goodies. Come on, move, people, move!"
Morningstar Squadron had re-mustered on Vendetta.
"Alright, now what?" They almost seemed eager for more.
A smile crept across Vendetta's face, invisible to all as he pointed at the row of vehicle keys.
"I think it's time we hit 141 and a couple more," he muttered, pulling it off the hook. "Now...wheelman, shotgun, or turret?"

"Accidentally Cut Content"

[Author's Note: Hey Everyone. I made a really dumb mistake and included part of the next chapter in the previous one's end in my rush to get it out the door. So the first couple paragraphs will be a repeat, but this IS a new chapter. I even updated those first four or five paragraphs slightly.]
I couldn't sleep well on the cot that night. Though I noticed hours ticked by, every moment seemed to be spent tossing and turning. I even tried resting with the mask off, held in my hands, but the risk to my identity being discovered if anyone barged in caused me enough stress to worsen the situation. Eventually, I gave up, kicked the covers off and donned the mask again, making my rounds around the camp, trying to calm myself down by taking a midnight stroll. Instead, I felt eyes countless following me, and I had to force myself to stand tall for them. For the thousandth time, I thought of this as my Valley Forge.
As I patrolled, I could hear whispered prayers, muttered plans of action, and mercifully, snores. At least some were getting some sleep. I could see orange lights reflecting off the clouds from where I knew Wilmington lay. It seemed Vaughn was keeping busy, if indeed it was his handiwork.
A few shipment inspections and a routine update from a sentry later, and I felt caught up to speed. I noticed Radio from the corner of my eye, seemingly also unable to sleep.
I almost jumped a foot in the air when I felt the tap on my shoulder, only to find G-Man's mask staring into mine. How strange that such a haunting visage was a comfort to me.
"Hey. Can't sleep?" He sounded surprisingly serene. Or maybe it was just tired resignation. His hands seemed stuck in a familiar claw-like shape after holding the soldering iron for so long, and my fingers ached in sympathy. My mask's filters took much of the scent of smoke I could smell from the distant fires, but I was sure that if I wasn't wearing my mask that G-Man would smell faintly of molten silver solder. I'd wondered how we'd repaired and updated so many railguns so quickly. Now I knew what he'd put himself through.
"I can't," I confessed. "G-Man, I'm sorry what happened with your father. Hell of a birthday." I hadn't even had a chance to give him the present I'd bought him- a couple new filters, and vintage craftsman toolkit, 'from before they sold out,' as Verns had phrased it. The memory of his voice already felt distant, somehow.
"Wasn't your fault. Even if Town Hall wasn't your big idea to get them to retaliate, you know? Then they'd still have done something. But, uh, thanks for saying that. And thanks for trying to get dad out. I'll remember that." George said quietly, then the conversation ended when he turned away and went to the edge of the embankment. Just like that.
I could never quite get a read on him, but I wanted to respect his distance. Whatever he was feeling, he seemed to want to feel it alone, and to keep his own counsel on the matter.
I continued course toward Radio.
"Any word from Miskatonic?" I asked hopefully.
Radio offered a noncommittal shrug, then dropped it in a hurry, raising one hand to massage his chest. "They say 'this is your war,' but did ship us a small container."
"I saw."
I hadn't exactly expected them to line up alongside us in the trenches in their white coats, but I'd hoped they'd have had some kind of wonder drug or noxious gas we might deploy. Something toxic to the Shil'vati but not us. The best they'd given us so far were experimental bullets and toxic-tipped arrows and knives, the former of which supposedly could potentially the armor, if fired with enough force and impacted with a good angle. If true, then I supposed they might be moderately useful in an ambush, and they had helpfully included a pair of compound bows. I had conducted a pretty decent survey of the defense, but I hadn't thought to ask if any were experienced archers. I also couldn't imagine taking someone off a railgun, large caliber rifle, or even an old cannon to hand them a bow and arrow without feeling like I was somehow offering them an insult without equipping it myself, and there was better I could think to do with the remaining minutes before the Shil'vati would inevitably come looking than to practice.
They'd fallen out of favor for a reason, and it wasn't that the earliest guns outperformed bows.
They had also supplied a small cache of rifles that were more likely to pulverize than penetrate unless the armor had been compromised already. These were still appreciated, but hardly the game changer I wanted in return for all we'd sent them.
Then Radio leaned in, voice kept conspiratorially low. "They did, however, mention an exfiltration for you."
Sam had been right, I wouldn't get back anything close to the value of what I'd sent out. At least, not unless I was willing to abandon everything and everyone, to cut and run for my life. Such a decision would be the inglorious end of the revolution, spelling doom for everyone in it, and all of humanity's culture. I'd forever be remembered as a coward, if I was so lucky to be remembered at all.
"Well, I'm not going."
"Okay, but here's a real head-scratcher. Did you show them where Camp Death is? I've been careful not to broadcast our coordinates, and my little helpers haven't been talking with Miskatonic. And the person on the shortwave mentioned that the border would free up tomorrow morning, then mentioned the interstate right up against the back of our base as a meeting point. They said Last Exit Before Pennsylvania. That's right there." He jerked a thumb over his shoulder. "And I didn't mention broadcasting without a cat's paw or relay. I mean there's a chance they triangulated, but throwing together a plan that fast? Nah, man, they knew."
I searched my memory. "I'm certain that I didn't mention it to them...did Hex? She did that internship. No, wait, she got picked up and dropped off at Warehouse Base. Unless she mentioned something on the drive past? She said they were somewhere North." Now that Radio had mentioned it, I was left with a bit of a puzzle. How did they know? How much did they know about us?
"They had to have known somehow. And if they didn't know before and just figured our location out, then I bet you it's not long before the Shil'vati figure it out themselves and come sniffing," Radio resignedly threw a hand up. "Should we update the signal? Start directing people straight here?"
We had numbers, yes, but we could still do to take more in, especially if the fighting dragged on or casualties mounted higher than I projected. "How long until they're sure we're here?"
Radio yawned under his mask, the animated glass-plated mask he wore misinterpreting it with an ASCII shocked ":O" face. "We've been broadcasting all night, so, who knows?"
"Well, if it was just a signal they picked up on any random given day, how long would it typically take for the Shil'vati to muster a response?"
"Depends on the day." At my silent stare, he objected further. "They sometimes respond pretty fast to that sort of thing, but these aren't normal times, E. They used to come to check out wherever I broadcast from within an hour or two or two, but remember, they've kind of got their hands full right now thanks to Vendetta's jailbreaks. Plus, there's so many more signals." He checked the screen of his shortwave and chuckled, then lightly massaged his chest again. "I'm sure we've already gone way past."
"Alright. If we see anyone snooping around us, add our location to the broadcast. That way, anyone in the resistance or is sympathetic but isn't sure where Camp Death is can find their way here. In the meantime, though, I still think we're best not leaking it. At least with the sentries having set in the final claymores and outer defenses, we should be well-situated to ward off anything they throw at us."
"Maybe. Maybe not," George said from behind me, and I froze.
"Why not?"
He'd helped build this place. He'd know any weaknesses as well as his father.
"They might have cloaking tech, or some other means of infiltration," his voice was a dry rasp.
I shuddered thinking about it. "That's a good point," I muttered. "Assassination and recovery might be up their alley...except, I think they're terrified of what losing me might mean for their hostages."
"I'll be honest. I don't think she cares at this point," G-Man countered. I couldn't fault his gloomy disposition. I could just hope that he didn't want something bad to happen to us, to balance out that something bad had happened to him, from some weird sense of fairness.
"Yeah?"
"Think about it for a second. What happens if you die? Then what does that let her do if that happens?"
It was with a startle I realized he had a good point. Azraea had committed to a shocking all-in, something that would shake the political landscape and memories of countless denizens of the state. Months of carefully planned schemes involving carefully planned defensive patrols meant to reinforce one another, frustrate, and hinder our operations had culminated in us adapting, learning. We thought we had her beaten, especially when we destroyed her monitoring, data collection, and reporting asset in Something Else Square. Then she'd pulled something like this out of a hat, catching us totally flat-footed, rounding up who-knew how many of us before we could muster. What other assumptions had I made that were incorrect? Would she hold fire, if she knew where I was if it meant sparing the hostages? Or were they now just an 'acceptable, if regrettable' loss? When your opponent becomes unpredictable, issues arise, especially when you're counting on them to do certain things.
If it was, then I'd just done her work for her, and all of us would be dead the moment she figured out where we were, and at least the end would come faster than I knew it had arrived.
I realized I was staring up into the orange-lit cloudy night sky. I could voice none of this, not without undermining morale and potentially sparking a panic.
"If she was going to start bombarding the state, she'd have started already by now," I chuckled. "The borders are sealed, right? Why wait? Why bother trying to build some sense of dread? She's not a vampire who feeds on fear. I choose to not be afraid of what she may do. I instead intend to plan around it, to the extent that we can. Besides, if I die, what would the twins do to the hostages?"
George made a disappointed growl, his sore hands turning from awkward claws into shaking fists. "That may be the point. If the Twins do anything to the hostages in retaliation for your death, then maybe as long as she didn't pull the trigger, she thinks she'll be absolved of whatever damage their deaths mean to them."
I wasn't sure she thought that way. Heck, after months, the woman was still an absolute enigma to me. Governess Bal'shir, I understood- the flurry of speeches and photo-ops and handshakes at civic meetings with 'literally-who's-that' of 'what-community' had been carte blanche for us to grow. Ministriva was a lying snake, and once we pieced that together, I ripped her apart. But Azraea? What drove the Fleet Admiral to come down here? Duty. There wasn't any sort of hard policy she followed that I could tell, not that I knew Shil'vati military doctrine well, being an outsider such as I was. Perhaps it was the greater liberty afforded her of being both Governess and General that made it seem like her plans shifted and changed in ways that made it hard for me to keep up. Or maybe she was just at such a rank and in such a position of power to where she could make her judgment calls. If so, that begged the question: What was 'the line' for her? I had a feeling I'd somehow crossed it already. Probably Radio's tape of me fucking the Empress, if I was to be honest. Most unfair to be judged for something that hadn't been my decision, though I doubted an apology from either of us would amount to much.
I looked over to my Lieutenants. They'd helped carry me this far. I'd be foolish to ignore them now. What could I do to at least mitigate the risk that he was right, and there was someone looking to kill me, right here and now?
"Alright, fine, you've convinced me. Instruct the sentries to get the next dozen people who we intake to help patrol the inner perimeter, and to keep a watch for...well, I mean, a stealthy seven foot tall purple alien with giant tits?"
"Something invisible," George supplied.
"Alright, for anything shifting in the tall grasses that they can't immediately see- I can't really ask them to keep an eye out for something they can't see, can I?" I was suddenly too tired to think properly.
"I'll explain it," G-Man offered.
"And I'll get the sentries ready to take over the radio, explaining how it works, then I'll try heading to bed, too," Radio offered, and I realized that a yawn sounded very strange through a voice modulator- his ASCII helmet seemed to fritz out again for a second.
"I should change my sleeping quarters, too," I muttered. "They'll almost certainly check the command cabin for me, if they manage to enter. I'll pick a tunnel- uh...somewhere."
"Might be smart. Could be they'll try and take out the explosives shed, too. Make it look like an accident on our part, get rid of any hostages, and then get a free pass to exact vengeance on the state. Got anywhere in mind?"
I thought to myself. Where might be a good resting area? There were many tunnels that led to bunkers, firing outposts, and even to stowage areas. Any one of them might do in theory, but I knew of one that overlooked one of the two streams that ran along the side of Camp Death. I didn't want to situate myself either too low to where I was on the very front of the lines- why make an assassin's job even easier by putting myself on the perimeter, after all? But the creek should make a pleasant bit of white noise- and also get me away from the center shed. "Probably facing North, along Perkins run. G-Man, you look absolutely dead on your feet. Get some rest if you can, you've certainly done enough and gone through enough for today."
"There's...still things to do."
"There always will be. If the others are finished doing their repairs, lock the shed," I muttered. "I know the hostages are in there, so post a sentry or two there, too, to watch over the entrance. You're right that she may try some kind of underhanded tactic." It wouldn't do much if they decided to set charges against the side or something, and the subsequent explosion would be, in a word, 'cataclysmic'. "This was supposed to be a relaxing walk to help me rest..." I scratched at my chin under the mask, feeling the beginnings of the few scratchy hairs that had grown since I'd last shaved, and feeling the cool fresh air without the filter as the wind kicked up.
"Sorry," G-Man offered sheepishly. "I'll go tell 'em."
While he ambled off, I followed Radio back to his pile of equipment.
"Before we split then, one last thing."
"Yeah?" Radio asked.
"Have we recovered Verns?" I asked Radio. "Any word?"
"No, not that I've heard," Radio confessed. "Vendetta's been mostly quiet, I think to hide his heading from anyone who might be listening, but I know that he's struck at least three jails and counting. Some of the ones he's freed are trickling up to us here on foot, and it seems he and Morningstar are acting like a human wrecking ball. The troops are calling it Operation Smash-and-Grab."
"Smash-and-grab," I laughed, thinking of the pun. "I like it. Do we have a more recent headcount?"
"Sam said we've got enough to last about three days of continuous, round-the-clock fighting with the hundreds of people we have here. If we get a resupply run- well, I suppose it would depend upon how big a hole gets blasted in the encirclement. Or, well, something to that effect. Look, man, I'm 'Radio', not 'Telephone,' and I don't have the head for this logistics shit that you two do. You want to talk to Sam, you get the man on the radio yourself, or ask one of the Sentries I'm sticking here to manage the comms. Point being, you try and get hold of him. I'm done for the night."
I could have said something witty back, but it felt counterproductive, and would only delay the sleep I was now well overdue for.
"I've got an idea for an update. The ones Vendetta's letting loose? They can gather supplies and wait for the signal to reinforce, or to agitate, or can organize people into a more focused group, one that can punch through whatever blockade they try and form up. It'll also force the Shil'vati to not concentrate forces on our back door-" I pointed back at the interstate. "Even if they clear them out, the opportunity for us to encircle and destroy and then break out is too high for them to really try to do a mass deployment along our back." Sam was, I knew, something of a career criminal. Able to rub elbows with the worst elements of humanity. He was a facilitator, I knew, not really a leader. "Can you tell him-"
Radio was already fiddling with the dial. "Already on it," he muttered. "Lotta profit in looting, should be easy for him to steer people with that, or something. Get some sleep, E."
I went up to a sentry, requisitioned a sleeping bag someone had helpfully brought, went into a trench and told him where I'd be if I was needed. I waved to Radio, and crawled into the gunnery tunnel, almost stepping on another four people already laying in it. I loosened my laces, clutched my sheathed knife, and fell into a fitful sleep.
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2023.05.30 14:17 Then_Marionberry_259 MAY 30, 2023 VZLA.V VIZSLA SILVER EXTENDS HIGH-GRADE MINERALIZATION AT LA LUISA AND DEFINES NEW EXPLORATION TARGET TO THE NORTH

MAY 30, 2023 VZLA.V VIZSLA SILVER EXTENDS HIGH-GRADE MINERALIZATION AT LA LUISA AND DEFINES NEW EXPLORATION TARGET TO THE NORTH
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NYSE: VZLA TSX-V: VZLA
VANCOUVER, BC , May 30, 2023 /CNW/ - Vizsla Silver Corp. (TSXV: VZLA) (NYSE: VZLA) ( Frankfurt : 0G3) (" Vizsla Silver " or the " Company ") is pleased to report results from five new drillholes targeting the recently discovered "La Luisa" Vein located ~700 metres west of the Napoleon Area resource, at its 100%-owned flagship Panuco silver-gold project ("Panuco" ) in Mexico
Highlights
  • NP-23-362 returned 916 grams per tonne (g/t) silver equivalent (AgEq) over 3.05 metres true width (mTW) (372 g/t silver, 5.82 g/t gold, 2.15 % lead and 3.15 % zinc)
  • Including, 3,162 g/t AgEq over 0.59 mTW (1,418 g/t silver, 21.54 g/t gold, 5.35 % lead and 6.37 % zinc)
  • And 410 g/t AgEq over 3.20 mTW (93 g/t silver, 2.91 g/t gold, 1.37 % lead and 2.37 % zinc)
  • Including, 1,054 g/t AgEq over 0.76 mTW (283 g/t silver, 7.41 g/t gold, 5.05 % lead and 3.91 % zinc)
  • NP-23-373 returned 426 g/t AgEq over 4.30 mTW (69 g/t silver, 3.62 g/t gold, 0.60 % lead and 2.75 % zinc)
  • Including, 1,032 g/t AgEq over 0.77 mTW (210 g/t silver, 8.09 g/t gold, 1.21 % lead and 7.03 % zinc); and
  • NP-22-375 returned 734 g/t AgEq over 1.40 mTW (593 g/t silver, 0.78 g/t gold, 2.05 % lead and 1.91 % zinc)
"The high-grade zone at La Luisa continues to grow at depth, where new drilling has now extended mineralization by an additional 125 metres down dip," commented Michael Konnert , President and CEO. "We remain encouraged by the high gold to silver ratios, which may suggest the top of a more extensive mineralized system at depth. Additionally, rock samples taken approximately 600 metres to the north of current drilling have discovered a wide high-grade vein expression, representing the possible continuation of La Luisa. Given the zone's developing grade width profile and excellent exploration potential to the north, there are currently two drill rigs turning at La Luisa."
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Details of the La Luisa vein discovery
The Luisa Vein is located approximately 700 metres to the west of Napoleon in the southwest portion of the Panuco district. The structure has been mapped on surface for approximately 1,500 metres with an average strike of N30°W and dip of 70° - 80° to the northeast. La Luisa does not currently host any resources. To date, Vizsla Silver has reported 20 holes from La Luisa outlining a mineralized footprint approximately 350 metres long by 450 metres down dip with a weighted average grade of 577 g/t AgEq (246 g/t silver, 4.37 g/t gold, 0.33 % lead and 1.18 % zinc) and average width 1.85 mTW. The upper levels of the vein are hosted primarily by rhyolite tuffs (the upper part of the regional lower volcanic sequence) , whereas deeper vein-intercepts occur in the more favourable diorite host rock.
Initial shallow drilling at La Luisa returned significant gold concentrations with relatively low silver and base metals values. The higher gold to silver and base metals ratios observed are analogous to the previously reported shallow "gold rich" horizon at the southern end of Napoleon. Interpretations based on metal zonation and alteration at Napoleon suggest that the vein corridor has been tilted, with the southern extent being at the top of the mineralized horizon, near surface (see the Company's press releases dated December 16, 2021 , and October 12, 2022 , respectively). Deeper drilling at La Luisa, including holes NP-22-345 and NP-23-358 intercepted vein mineralization marked by higher silver concentrations, suggestive of shoot- or top-shoot elevation.
In addition to drilling, recent surface mapping and sampling along strike to the northwest at La Luisa has confirmed a wider vein expression with higher silver and gold concentrations at surface (up to 428 g/t Ag and 1.54 g/t). This discovery further supports the hypothesis that mineralization is tilted to the southeast in a similar fashion to Napoleon (Figure 2). Vizsla Silver plans to mobilize a drill rig to test this high-priority target in the near-term.
Vizsla Silver is currently exploring La Luisa with two drill rigs. Given the ongoing success of the local exploration model, the Company added a second rig to drill from the west side of the vein (Figure 3). This drilling from the west provided data to further refine our interpretations of previously reported vein intercepts for hole NP-22-345 (see the Company's press release dated March 20, 2023). The revised interpretation shows the high-grade intercept of 1,967 g/t AgEq over 2.45 mTW is a hanging-wall vein splay and not the main La Luisa vein. The estimated true widths ("TW") were recalculated for this hole considering the new interpretation.
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Drillhole From To Downhole Length Estimated True width Ag Au Pb Zn AgEq Vein
(m) (m) (m) (m) (g/t) (g/t) % % (g/t)
NP-22-345* 511.65 515.70 4.05 2.45 1,286 9.76 0.90 2.35 1,967 HW 1
Includes 511.65 513.25 1.60 0.97 2,982 24.01 1.82 5.03 4,630
And 556.10 558.50 2.40 1.48 42 1.55 0.51 2.17 237 HW 2
And 586.40 590.50 4.10 1.30 42 4.05 0.24 2.93 426 La Luisa
And 597.55 600.30 2.75 1.00 65 2.21 0.09 2.59 306 FW 1
NP-23-362 549.70 551.00 1.30 0.80 50 0.41 0.48 2.05 163 HW 1
And 618.25 626.30 8.05 3.05 372 5.82 2.15 3.15 916 HW 2
Includes 619.55 621.10 1.55 0.59 1,418 21.54 5.35 6.37 3,162
And 634.15 639.80 5.65 3.20 93 2.91 1.37 2.37 410 La Luisa
Includes 635.10 636.45 1.35 0.76 283 7.41 5.05 3.91 1,054
NP-23-366 767.00 774.00 7.00 3.85 13 0.99 0.19 1.75 148 HW 1
And 665.65 666.30 0.65 0.38 35 0.51 0.08 0.40 83 La Luisa
And 637.45 637.90 0.45 0.40 62 1.57 0.05 4.47 327 FW 1
NP-23-373 744.45 745.80 1.35 0.80 10 1.31 0.08 0.41 114 HW 1
And 607.25 613.65 6.40 4.30 69 3.62 0.60 2.75 426 La Luisa
Includes 612.50 613.65 1.15 0.77 210 8.09 1.21 7.03 1,032
And 467.35 468.20 0.85 0.75 57 8.13 0.12 0.26 614 La Luisa
And 492.00 494.45 2.45 1.40 593 0.78 2.05 1.91 734 FW 1
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About the Panuco Project
The newly consolidated Panuco silver-gold project is an emerging high-grade discovery located in southern Sinaloa, Mexico , near the city of Mazatlán. The 7,189.5-hectare, past producing district benefits from over 86 kilometres of total vein extent, 35 kilometres of underground mines, roads, power, and permits.
The district contains intermediate to low sulfidation epithermal silver and gold deposits related to siliceous volcanism and crustal extension in the Oligocene and Miocene. Host rocks are mainly continental volcanic rocks correlated to the Tarahumara Formation.
The Panuco Project hosts an estimated in-situ indicated mineral resource of 104.8 Moz AgEq and an in-situ inferred resource of 114.1 Moz AgEq. An updated NI 43-101 technical report titled "Technical Report on the Mineral Resource Estimate Update for the Panuco Ag-Au-Pb-Zn Project, Sinaloa State, Mexico " was filed on SEDAR on March 10, 2023 , with an effective date of January 19, 2023 was prepared by Allan Armitage, Ph. D., P. Geo., Ben Eggers, MAIG, P.Geo. and Yann Camus, P.Eng. of SGS Geological Services.
About Vizsla Silver
Vizsla Silver is a Canadian mineral exploration and development company headquartered in Vancouver, BC , focused on advancing its flagship, 100%-owned Panuco silver-gold project located in Sinaloa, Mexico Panuco leading to the discovery of several new high-grade veins. For 2023, Vizsla Silver has budgeted +90,000 metres of resource/discovery-based drilling designed to upgrade and expand the mineral resource, as well as test other high priority targets across the district.
Quality Assurance / Quality Control
Drill core samples were shipped to ALS Limited in Zacatecas , Zacatecas, Mexico and in North Vancouver, Canada for sample preparation and for analysis at the ALS laboratory in North Vancouver and rock samples were shipped to SGS Lab in Durango Mexico for sample preparation and analysis. The ALS Zacatecas, North Vancouver facilities and SGS lab are ISO 9001 and ISO/IEC 17025 certified. Silver and base metals were analyzed using a four-acid digestion with an ICP finish and gold was assayed by 30-gram fire assay with atomic absorption ("AA") spectroscopy finish. Over limit analyses for silver, lead and zinc were re-assayed using an ore-grade four-acid digestion with AA finish.
Control samples comprising certified reference samples, duplicates and blank samples were systematically inserted into the sample stream and analyzed as part of the Company's quality assurance / quality control protocol.
Qualified Person
In accordance with NI 43-101, Martin Dupuis , P.Geo., COO, is the Qualified Person for the Company and has reviewed and approved the technical and scientific content of this news release.
Information Concerning Estimates of Mineral Resources
The scientific and technical information in this news release was prepared in accordance with NI 43-101 which differs significantly from the requirements of the U.S. Securities and Exchange Commission (the "SEC"). The terms "measured mineral resource", "indicated mineral resource" and "inferred mineral resource" used herein are in reference to the mining terms defined in the Canadian Institute of Mining, Metallurgy and Petroleum Standards (the "CIM Definition Standards"), which definitions have been adopted by NI 43-101. Accordingly, information contained herein providing descriptions of our mineral deposits in accordance with NI 43-101 may not be comparable to similar information made public by other U.S. companies subject to the United States federal securities laws and the rules and regulations thereunder.
You are cautioned not to assume that any part or all of mineral resources will ever be converted into reserves. Pursuant to CIM Definition Standards, "inferred mineral resources" are that part of a mineral resource for which quantity and grade or quality are estimated on the basis of limited geological evidence and sampling. Such geological evidence is sufficient to imply but not verify geological and grade or quality continuity. An inferred mineral resource has a lower level of confidence than that applying to an indicated mineral resource and must not be converted to a mineral reserve. However, it is reasonably expected that the majority of inferred mineral resources could be upgraded to indicated mineral resources with continued exploration. Under Canadian rules, estimates of inferred mineral resources may not form the basis of feasibility or pre-feasibility studies, except in rare cases. Investors are cautioned not to assume that all or any part of an inferred mineral resource is economically or legally mineable. Disclosure of "contained ounces" in a resource is permitted disclosure under Canadian regulations; however, the SEC normally only permits issuers to report mineralization that does not constitute "reserves" by SEC standards as in place tonnage and grade without reference to unit measures.
Canadian standards, including the CIM Definition Standards and NI 43-101, differ significantly from standards in the SEC Industry Guide 7. Effective February 25, 2019 , the SEC adopted new mining disclosure rules under subpart 1300 of Regulation S-K of the United States Securities Act of 1933, as amended (the "SEC Modernization Rules"), with compliance required for the first fiscal year beginning on or after January 1, 2021
Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.
SPECIAL NOTE REGARDING FORWARD LOOKING STATEMENTS
This news release includes certain "Forward–Looking Statements" within the meaning of the United States Private Securities Litigation Reform Act of 1995 and "forward–looking information" under applicable Canadian securities laws. When used in this news release, the words "anticipate", "believe", "estimate", "expect", "target", "plan", "forecast", "may", "would", "could", "schedule" and similar words or expressions, identify forward–looking statements or information. These forward–looking statements or information relate to, among other things: the exploration, development, and production at Panuco , including plans for resource/discovery-based drilling designed to upgrade and expand the mineral resource.
Forward–looking statements and forward–looking information relating to any future mineral production, liquidity, enhanced value and capital markets profile of Vizsla, future growth potential for Vizsla and its business, and future exploration plans are based on management's reasonable assumptions, estimates, expectations, analyses and opinions, which are based on management's experience and perception of trends, current conditions and expected developments, and other factors that management believes are relevant and reasonable in the circumstances, but which may prove to be incorrect. Assumptions have been made regarding, among other things, the price of silver, gold, and other metals; no escalation in the severity of public health crises; costs of exploration and development; the estimated costs of development of exploration projects; Vizsla's ability to operate in a safe and effective manner and its ability to obtain financing on reasonable terms.
These statements reflect Vizsla's respective current views with respect to future events and are necessarily based upon a number of other assumptions and estimates that, while considered reasonable by management, are inherently subject to significant business, economic, competitive, political and social uncertainties and contingencies. Many factors, both known and unknown, could cause actual results, performance, or achievements to be materially different from the results, performance or achievements that are or may be expressed or implied by such forward–looking statements or forward-looking information and Vizsla Silver has made assumptions and estimates based on or related to many of these factors. Such factors include, without limitation: the Company's dependence on one mineral project; precious metals price volatility; risks associated with the conduct of the Company's mining activities in Mexico ; regulatory, consent or permitting delays; risks relating to reliance on the Company's management team and outside contractors; risks regarding mineral resources and reserves; the Company's inability to obtain insurance to cover all risks, on a commercially reasonable basis or at all; currency fluctuations; risks regarding the failure to generate sufficient cash flow from operations; risks relating to project financing and equity issuances; risks and unknowns inherent in all mining projects, including the inaccuracy of reserves and resources, metallurgical recoveries and capital and operating costs of such projects; contests over title to properties, particularly title to undeveloped properties; laws and regulations governing the environment, health and safety; the ability of the communities in which the Company operates to manage and cope with the implications of public health crises; the economic and financial implications of public health crises to the Company; operating or technical difficulties in connection with mining or development activities; employee relations, labour unrest or unavailability; the Company's interactions with surrounding communities and artisanal miners; the Company's ability to successfully integrate acquired assets; the speculative nature of exploration and development, including the risks of diminishing quantities or grades of reserves; stock market volatility; conflicts of interest among certain directors and officers; lack of liquidity for shareholders of the Company; litigation risk; the ongoing military conflict in Ukraine ; general economic facts; and the factors identified under the caption "Risk Factors" in Vizsla Silver's management discussion and analysis and other public disclosure documents. Readers are cautioned against attributing undue certainty to forward–looking statements or forward-looking information. Although Vizsla Silver has attempted to identify important factors that could cause actual results to differ materially, there may be other factors that cause results not to be anticipated, estimated or intended. Vizsla Silver does not intend, and does not assume any obligation, to update these forward–looking statements or forward-looking information to reflect changes in assumptions or changes in circumstances or any other events affecting such statements or information, other than as required by applicable law.
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SOURCE Vizsla Silver Corp.

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2023.05.30 08:43 CloutWithdrawal Solo Trip Report - 4 Days in CDMX

Introduction: Mexico City has been a recent interest of mine ever since the YouTube algorithm started recommending me videos on this mega city. Like most Americans, I was ignorant and incorrectly under the assumption that Mexico City was sketchy and had nothing to offer for travelers other than poverty tourism. However, after watching YouTube videos and reading more about this city, I quickly learned that Mexico City, and Mexico in general, has a very rich culture and history. It also is the biggest city in the Western Hemisphere. I was locked in this point to explore this city so close to home.Booking this trip was very random, I originally booked a vacation to go to EDC Vegas with friends (insanely fun time btw) but I wanted to extend my PTO for the rest of the week after because I was already taking a day off to rest and had the Friday off for MDW.
After exploring other options in the US like possibly other areas in the south west like Utah or Arizona I quickly realized how expensive this would be. Vegas has great prices on flights so I wanted to take advantage of that and go somewhere international, due to my recent interest with Mexico City and how it isn’t too expensive, it just made sense. I booked the flight and hotel instantly so I wouldn’t think too much about it.
I invited some other friends at first and received some maybes, ultimately I knew that this would end up being a solo trip. I have some experience with solo trips, my first one was Hiroshima while I was studying abroad in Tokyo, that trip gave me my first powerful global experience that has ultimately became my goal when i travel now. I also did Denver last summer to see a red rocks show ( stayed in a hostel which ended up being the same price as a decent hotel in CDMX 🤣). I didn’t have much of a structured plan for this trip except to see the historic district and maybe teohiucan if it wasn’t too difficult to get there.
Logistics: I stayed in a Roma Norte hotel from Tuesday Night - Sunday Morning.
Interests: architecture, food, electronic music, nature, history
Day 1: Arrival
I arrived into CDMX around 1045pm via Volaris. The Volaris experience sucks, honestly worse than Spirit lol. For about an hour we were sitting on the runway not moving without AC in the Vegas heat. Apparently this is due to them not having runway rights? Not sure about this but that’s what some googling told me.
For some reason I exchanged usd for pesos at the cash exchange counters instead of using an atm to take out pesos. Not sure why I did because I have travelled internationally and know that ATMs are usually the best options. Whatever, I just took the L there. I called an Uber to my hotel after rejecting many taxi drivers.
I arrived to my hotel hungry and looked for open places to eat that were close to the hotel. I did not want to walk too far as I heard that night time gets sketchy. I ended up finding a taco place right across the street from my hotel so I went there. The place was called Taquería LOS HUARACHINES (ROMA). Ordering was a bit tough due to the language barrier but I got 2 Al pastor tacos, a plate of carne asada with about 5 tortilla, and a Coca Cola. This was an amazing meal and exactly what I wanted. The Al pastor was incredibly juicy and probably were the best tacos I had in my life at this point. I’m currently based in Texas so I’ve had real tacos before but these were just something else. I walked back to my hotel and quickly went to bed.
Day 2: Roma Norte & La Condesa
I had no official plans for this day. I was still tired from EDC Vegas so I woke up pretty late and didn’t get out of the hotel until around 1130-12. Once I did get out, I originally just planned to walk around neighborhood and see what piqued my interest. I started with a coffee. I got an iced coffee as it was hot out, I don’t think iced coffee is a thing anywhere else besides the US so this was also a little harder to order due to language barrier. Luckily someone spoke English at the counter and helped me order.
I began to walk north, I stopped at plaza rio de janiero to smoke a cigarette (I’m not a regular smoker except on vacation and when I go to raves lol). Very cool spot. My first impression of the Roma Norte neighborhood was that it was a nicer, greener, cleaner version of nyc with a European flair.
Next, I ended up at I believe Zona Rosa? It was a pedestrian only area with a lot of shops and restaurants. I stopped in a few shops maybe looking to buy sunglasses or a shirt but ultimately did not. I continued my walk.
I saw there was some sort of park near me called Bosque de Chapultec. I decided that would be my next destination to walk to. I passed the el Angel de la indepencia which was very impressive. I finally got to the park and was wowed by how nice it was. I didn’t know it was such a big destination until I got there and saw there a bunch of museos and vendors set up. I bought a pair of sunglasses as it was bright out and walked around a bit to take it in. Finally, I decided to check out a museum. I chose Museo de Arte Moderno as I wanted to see some art. I much prefer modern art over traditional art too. I really liked this museum and connected with a lot more paintings that I thought I would. About of 1/4 of the way through I realized can use Google translate to read the descriptions for some of the paintings. I wish I took down the artists who created some of these paintings but I think I can find the artists again if I really wanted to.
I went outside to the sculpture garden and this was a little underwhelming tbh. I was also getting hangry so I went through it quick. I decided to get lunch at Los Pancheros as it was nearby and the Google reviews seemed good. I ordered Plato rachero & caldo xochitl. HUGE portions and incredibly good. I really liked the soup though, it was some sort of chicken and rice soup. It took a little bit for the check to come but it finally did and I paid and left.
I ate way too much and I had to lay down somewhere so I went back to the park and found a nice place to lay where other people were. It was some sort of fountain that I can’t find on Google maps but even though it wasn’t exactly “grand” it was very chill and everyone there just seemed relaxed lol. I laid there for about 20-30 mins until I was ready to go again. I saw on Google maps that there was a castle in the park!? I really wanted to see that. I decided to walk in that direction and also passed Lago de Chapultec. Wow that was beautiful, I wish I took my rest time there lol.
I finally got to the castle entrance but they weren’t letting people in anymore as it was too late, damn. I should’ve paid more attention to the times, I didn’t realize all the museums closed at 5. I decided to finish up my park experience and Uber to the historic center just to check it out. However Ubers were very hard to get at this time as it was rush hour and traffic was insane outside the park. I had multiple people cancel on me, I also canceled on someone after seeing how long it would take to pick me up and drop me off to the historic center. I eventually decided just to walk back. It was about an hour walk back so I had to tough it out.
Not much happened on this walk, just continued to take in the city. Stopped at glorieta de Los insugentes to take a break and smoke a cigarette. I felt a little sketched out here due to all the people constantly moving. I was a bit worried about being pick pocketed but I think it was just the tiredness making me anxious. I got out of there relatively quick and made it back to my hotel to rest before dinner.
At this point I decided I wanted to go to teohiucan the next day. I explored my options for getting there and eventually just decided on Uber because I don’t really like being in a group when going to tourist sites as I’m a bit “quirky” and like to take weird routes and repeat some areas a few times I also keep an inconsistent pace so that made the group experience out of the question. I could’ve taken the bus but did not want to deal with the stress that public transit can be in a foreign country lol. For dinner, I made a reservation at the sushi place Makoto as I wanted something other than Mexican food. Fabulous place, I ordered a glass of wine, sushi sampler, and the fatty tuna nigiri.
Day 2: Teohiucan
I woke up somewhat early for this day. I ordered an Uber and was off. It was really interesting to see Mexico City outside the nicer neighborhoods. I think this is what most Americans imagine when they hear Mexico City. It looked like the COD MW2 map Favela. I wondered what life was like in this area of Mexico City. I even saw a ski lift in use to bring people up the mountain to their house maybe?
I got dropped off at Teohiucan and entered in. I skipped breakfast because I assumed they would have something there. I was half right, they had some convenient stores. I just bought a pack of crackers and a electrolit and hoped that would get me through the whole time I was there lol.I walked around all the pyramids, I was hoping to climb them but I saw they were closed for climbing, honestly a good thing, I imagine they were getting a lot of wear and tear from that. I feel like these pyramids are underrated in terms of world wonders. They’re pretty big and the city itself was apparently one of the biggest cities in the world at the time.
My favorite part about this visit was this path that you can take that allowed you to walk on the outside of the main path. It was super peaceful and you got to see the pyramids at different angles with no people around. In terms of my favorite structure, I liked the citadel a lot due to the intricate designs on it. Some random things I liked there were the jardin and the things the vendors were selling that made the animal noises 😂 I thought it was hilarious how everyone was basically spamming it in chat. I should’ve bought one looking back
I was a little anxious about getting an Uber back but I got one relatively quick and got back to my hotel. When I got back I was very hungry and I found this place near my hotel with a deal that gave 5 al pastor tacos and a cervesa for $100 pesos. Amazing deal but then I saw the al pastor looked like it was dry and has been out for awhile. Unfortunately i felt too awkward to leave after sitting, a mistake that I learned from later if you keep reading. However the tacos were still decent. I was still pretty hungry and found a street vendor selling hamburgers, I ordered con queso and it was insanely good. I ate it in a park and then got some churros from Churrería El Moro which were also good.Again I was way too full and had to lie down. I went back to my hotel and took a nap.
When I woke up I was still full but I started experiencing the first signs of montezumas revenge. However it didn’t seem that bad and I wanted to go out for a rooftop drink. I went to Supra Roma. Great vibe. I had to stand by the bar the whole time due to not having reservations but the views were fantastic and the dj was decent too. She was playing house music. I definitely want to bring my friends here if they ever want to come to cdmx. I had 1 cocktail and 2 beers there. Was thinking about talking to people there but mostly everyone was speaking Spanish so I decided not to.
I left and was gonna call it an early night but heard some more house music being played across the street at departmento. I decided why not and paid the cover to check it out. It was ok. Dj was decent but the vibe seemed kind of “basic” other than the music. Nothing too unique about this place, just a terrace playing music with young people hanging out. I had 2 drinks and left and got a torta. I made it back to my hotel around 12am and this when things started to go south unfortunately. Montezumas revenge came back and this time even stronger than earlier. The alcohol definitely did not help. It quickly kept getting worse in terms of cramping and the ability to not go to the bathroom for more than 20 mins. I think it was the Al pastor tacos from earlier today. I did not get much sleep this night and was basically in survival mode lol luckily I had some water bottles to stay hydrated but I knew I would have to venture out to get more eventually. I basically spent the whole night on the toilet or curled up in pain.
Day 3: Recovery
I was hoping I’d feel feel better in the morning and I was somewhat correct. After 12 hours I could walk again although it was definitely difficult. I managed to make it to a farmacia where the pharmacist recommended me treda. I got that and more water + electrolit. It was around 1pm so I sat outside and drank my electrolit to see if I strong enough to do some sort of activity. After about 20 mins of sitting outside I decided I definitely could not and decided to just take the L for today so I could be full strength for tomorrow. I took my treda and was able to get some rest. When I woke up I was still feeling montezumas revenge a little bit but I knew I had to eat something. I ended up using Uber eats to get consomé de pollo from this place called Toks. It seemed like a safe option as it looked like a chain and I assumed chains usually have somewhat good hygiene standards. It ended up being way better than expected and I managed to put down most of it.
After eating, I took a walk to get more electrolit. I was still a little weak so I just went back to the hotel and went to bed. I was a bit bummed I lost a day but anytime you’re in a 3rd world country you should budget a day for stomach issues.
Day 4: Castillo De Chapultepec & Historic Center
I woke up feeling a lot better. It was actually crazy as 24 hours ago I couldn’t even walk straight. I took my treda and headed out. I was debating on if I should go back Chapultepec park to see the castle or if it would take too much time as I was planning to go to the historic center today. I decided to see the castle as I was thinking about it too much to skip it.
I took an Uber there this time and paid the admission. It was definitely worth it. The castle was so beautiful and there was so much history inside. I learned a lot about Mexican history and was able to take in some nice views of the city. My favorite part were the murals inside and the jardin. After, I walked to 7/11 to get more electrolit. I also got pringles as I was hungry but my stomach was still a little rough. From there I ubered to the historic center.
When I got to the historic center I was instantly overstimulated lol. It was a Saturday afternoon so it must’ve been the most popular day. It was a lot bigger than expected too. I didn’t really know where to start so I just started walking. My first stop was actually the adidas store as I needed to get my bearings and am a fan of adidas lol unfortunately there wasn’t much in there though that seemed exclusive. I know in Tokyo they’ll have exclusive stuff but didn’t see anything like that in Mexico City, bit disappointed but otherwise it provided a place for me to take a breath. I got out and started walking towards zocalo plaza.
Zocalo Plaza was just epic. The big Mexican flag with the cathedral behind it had so much swag for lack of a better term lmao it showed off the immense pride that Mexico has for itself. I really liked this area a lot.
I continued walking and ended up at these streets with vendors. This was even more overstimulating than the other areas. So much noise and people. I stopped in a store and got a can coke and kept on trucking along.
I decided to go to palacio de bella artes. I really liked palacio de bella artes as well. The architecture and colors were stunning. The Torre Latinoamericana building was also interesting. I decided to check out the museum inside palacio de Bella artes. At first i thought it was a bit underwhelming. I was not too big of a fan of the murals and it seemed like some areas were closed. I then came across the Dioses y Maquinas exhibit by Santiago Sierra Soler. This exhibit was an “immersive cinema installation” that told the story of the aztecs getting colonized by Spaniards. It was very powerful and really made me understand some of the politics of Mexico. Also globalism in general and how colonization impacted the world. It gave me that powerful global experience that I mentioned before. I think everyone who visits cdmx should experience this exhibit to really wrap your head around the politics of the country and how it became what it is today. When I walked out I began to see the two sides of Mexico, the native side and european side and how they interact with each other.
That exhibit made me want to learn about the Aztecs more so I ended up going to museo del templo mayor. This place was also impressive with countless exhibits about the Aztecs. It’s insane to me how there was an ancient city right under us. By the time I was done there I was getting hungry so ironically I got McDonald’s as my stomach needed something familiar. I got it to go and ate it near the palacio de bella artes. I wanted to go the sears rooftop after but couldn’t find the entrance so I just walked around the surrounding neighborhood. This part reminded me a lot of Manhattan.
I walked through the Barrio Chino and thought it was hilarious tbh. I did not see any Asian people and there wasn’t much Asian culture other than the lanterns i guess lol the restaurants also did not look too good. Cool experience nonetheless.
I ended my walk at a plaza San juan to call an Uber as it was about to start raining. I found the torre de telefons de Telmex structure also super interesting. I made it home and rested before dinner.
For dinner I went to this Argentinan steak house called Gardela. A bit risky after my stomach issues but I wanted to get a nice dinner on my last night. I got a dry aged New York strip and it did not disappoint. I ordered it medium rare but it was a bit more rare than expected. I ate it anyway and was wowed. One of the best steaks I’ve ever had. Amazing service too, can’t recommend this place enough if you want a good steak.
When I got back to my hotel I was having an internal debate if I should go out. I had an early flight and was already pretty tired and full. I decided to go out anyway as it was Saturday night and didn’t get to do anything the day before. I ended up at this techno club called yuyu. Pretty intimate spot. The techno was very good and creative. The crowd was also fun, I had a few shallow conversations with people but nothing deep. Mostly my fault though as I wasn’t making much conversation. I just drank beer, smoked cigarettes, and listened to good electronic music which is a solid night for me. I headed home around 2 and went to bed for my flight.
Closing remarks:I really enjoyed my time in Mexico City. Im not sure what my expectations were for the city but they were definitely exceeded. Definitely an underrated city as there is so much culture and history but I never here much people talk about it in the states. I will definitely be back as I feel like there’s still so much to discover and it was pretty cheap to get there and get lodging.
Not gonna lie though, I was bit nervous going solo here but once I got there most of the anxiety went away. In terms of safety, just be where you’re supposed to be (tourist areas & safe neighborhoods), keep your possessions zipped up, and don’t walk at night. I felt more sketched out in most US cities
submitted by CloutWithdrawal to MexicoCity [link] [comments]


2023.05.30 08:28 CloutWithdrawal Trip Report: 4 Days in Mexico City

Introduction: Mexico City has been a recent interest of mine ever since the YouTube algorithm started recommending me videos on this mega city. Like most Americans, I was ignorant and incorrectly under the assumption that Mexico City was sketchy and had nothing to offer for travelers other than poverty tourism. However, after watching YouTube videos and reading more about this city, I quickly learned that Mexico City, and Mexico in general, has a very rich culture and history. It also is the biggest city in the Western Hemisphere. I was locked in this point to explore this city so close to home.Booking this trip was very random, I originally booked a vacation to go to EDC Vegas with friends (insanely fun time btw) but I wanted to extend my PTO for the rest of the week after because I was already taking a day off to rest and had the Friday off for MDW. After exploring other options in the US like possibly other areas in the south west like Utah or Arizona I quickly realized how expensive this would be. Vegas has great prices on flights so I wanted to take advantage of that and go somewhere international, due to my recent interest with Mexico City and how it isn’t too expensive, it just made sense. I booked the flight and hotel instantly so I wouldn’t think too much about it.
I invited some other friends at first and received some maybes, ultimately I knew that this would end up being a solo trip. I have some experience with solo trips, my first one was Hiroshima while I was studying abroad in Tokyo, that trip gave me my first powerful global experience that has ultimately became my goal when i travel now. I also did Denver last summer to see a red rocks show ( stayed in a hostel which ended up being the same price as a decent hotel in CDMX 🤣). I didn’t have much of a structured plan for this trip except to see the historic district and maybe teohiucan if it wasn’t too difficult to get there.
Logistics: I stayed in a Roma Norte hotel from Tuesday Night - Sunday Morning.
Interests: architecture, food, electronic music, nature, history
Day 1: Arrival
I arrived into CDMX around 1045pm via Volaris. The Volaris experience sucks, honestly worse than Spirit lol. For about an hour we were sitting on the runway not moving without AC in the Vegas heat. Apparently this is due to them not having runway rights? Not sure about this but that’s what some googling told me.
For some reason I exchanged usd for pesos at the cash exchange counters instead of using an atm to take out pesos. Not sure why I did because I have travelled internationally and know that ATMs are usually the best options. Whatever, I just took the L there. I called an Uber to my hotel after rejecting many taxi drivers.
I arrived to my hotel hungry and looked for open places to eat that were close to the hotel. I did not want to walk too far as I heard that night time gets sketchy. I ended up finding a taco place right across the street from my hotel so I went there. The place was called Taquería LOS HUARACHINES (ROMA). Ordering was a bit tough due to the language barrier but I got 2 Al pastor tacos, a plate of carne asada with about 5 tortilla, and a Coca Cola. This was an amazing meal and exactly what I wanted. The Al pastor was incredibly juicy and probably were the best tacos I had in my life at this point. I’m currently based in Texas so I’ve had real tacos before but these were just something else. I walked back to my hotel and quickly went to bed.
Day 2: Roma Norte & La Condesa
I had no official plans for this day. I was still tired from EDC Vegas so I woke up pretty late and didn’t get out of the hotel until around 1130-12. Once I did get out, I originally just planned to walk around neighborhood and see what piqued my interest. I started with a coffee. I got an iced coffee as it was hot out, I don’t think iced coffee is a thing anywhere else besides the US so this was also a little harder to order due to language barrier. Luckily someone spoke English at the counter and helped me order.
I began to walk north, I stopped at plaza rio de janiero to smoke a cigarette (I’m not a regular smoker except on vacation and when I go to raves lol). Very cool spot. My first impression of the Roma Norte neighborhood was that it was a nicer, greener, cleaner version of nyc with a European flair.
Next, I ended up at I believe Zona Rosa? It was a pedestrian only area with a lot of shops and restaurants. I stopped in a few shops maybe looking to buy sunglasses or a shirt but ultimately did not. I continued my walk.
I saw there was some sort of park near me called Bosque de Chapultec. I decided that would be my next destination to walk to. I passed the el Angel de la indepencia which was very impressive. I finally got to the park and was wowed by how nice it was. I didn’t know it was such a big destination until I got there and saw there a bunch of museos and vendors set up. I bought a pair of sunglasses as it was bright out and walked around a bit to take it in. Finally, I decided to check out a museum. I chose Museo de Arte Moderno as I wanted to see some art. I much prefer modern art over traditional art too. I really liked this museum and connected with a lot more paintings that I thought I would. About of 1/4 of the way through I realized can use Google translate to read the descriptions for some of the paintings. I wish I took down the artists who created some of these paintings but I think I can find the artists again if I really wanted to. I went outside to the sculpture garden and this was a little underwhelming tbh. I was also getting hangry so I went through it quick.
I decided to get lunch at Los Pancheros as it was nearby and the Google reviews seemed good. I ordered Plato rachero & caldo xochitl. HUGE portions and incredibly good. I really liked the soup though, it was some sort of chicken and rice soup. It took a little bit for the check to come but it finally did and I paid and left.
I ate way too much and I had to lay down somewhere so I went back to the park and found a nice place to lay where other people were. It was some sort of fountain that I can’t find on Google maps but even though it wasn’t exactly “grand” it was very chill and everyone there just seemed relaxed lol. I laid there for about 20-30 mins until I was ready to go again. I saw on Google maps that there was a castle in the park!? I really wanted to see that. I decided to walk in that direction and also passed Lago de Chapultec. Wow that was beautiful, I wish I took my rest time there lol.
I finally got to the castle entrance but they weren’t letting people in anymore as it was too late, damn. I should’ve paid more attention to the times, I didn’t realize all the museums closed at 5. I decided to finish up my park experience and Uber to the historic center just to check it out. However Ubers were very hard to get at this time as it was rush hour and traffic was insane outside the park. I had multiple people cancel on me, I also canceled on someone after seeing how long it would take to pick me up and drop me off to the historic center. I eventually decided just to walk back. It was about an hour walk back so I had to tough it out.
Not much happened on this walk, just continued to take in the city. Stopped at glorieta de Los insugentes to take a break and smoke a cigarette. I felt a little sketched out here due to all the people constantly moving. I was a bit worried about being pick pocketed but I think it was just the tiredness making me anxious. I got out of there relatively quick and made it back to my hotel to rest before dinner.
At this point I decided I wanted to go to teohiucan the next day. I explored my options for getting there and eventually just decided on Uber because I don’t really like being in a group when going to tourist sites as I’m a bit “quirky” and like to take weird routes and repeat some areas a few times I also keep an inconsistent pace so that made the group experience out of the question. I could’ve taken the bus but did not want to deal with the stress that public transit can be in a foreign country lol. For dinner, I made a reservation at the sushi place Makoto as I wanted something other than Mexican food. Fabulous place, I ordered a glass of wine, sushi sampler, and the fatty tuna nigiri.
Day 2: Teohiucan
I woke up somewhat early for this day. I ordered an Uber and was off. It was really interesting to see Mexico City outside the nicer neighborhoods. I think this is what most Americans imagine when they hear Mexico City. It looked like the COD MW2 map Favela. I wondered what life was like in this area of Mexico City. I even saw a ski lift in use to bring people up the mountain to their house maybe?
I got dropped off at Teohiucan and entered in. I skipped breakfast because I assumed they would have something there. I was half right, they had some convenient stores. I just bought a pack of crackers and a electrolit and hoped that would get me through the whole time I was there lol.I walked around all the pyramids, I was hoping to climb them but I saw they were closed for climbing, honestly a good thing, I imagine they were getting a lot of wear and tear from that. I feel like these pyramids are underrated in terms of world wonders. They’re pretty big and the city itself was apparently one of the biggest cities in the world at the time.
My favorite part about this visit was this path that you can take that allowed you to walk on the outside of the main path. It was super peaceful and you got to see the pyramids at different angles with no people around. In terms of my favorite structure, I liked the citadel a lot due to the intricate designs on it. Some random things I liked there were the jardin and the things the vendors were selling that made the animal noises 😂 I thought it was hilarious how everyone was basically spamming it in chat. I should’ve bought one looking back
I was a little anxious about getting an Uber back but I got one relatively quick and got back to my hotel. When I got back I was very hungry and I found this place near my hotel with a deal that gave 5 al pastor tacos and a cervesa for $100 pesos. Amazing deal but then I saw the al pastor looked like it was dry and has been out for awhile. Unfortunately i felt too awkward to leave after sitting, a mistake that I learned from later if you keep reading. However the tacos were still decent. I was still pretty hungry and found a street vendor selling hamburgers, I ordered con queso and it was insanely good. I ate it in a park and then got some churros from Churrería El Moro which were also good.
Again I was way too full and had to lie down. I went back to my hotel and took a nap. When I woke up I was still full but I started experiencing the first signs of montezumas revenge. However it didn’t seem that bad and I wanted to go out for a rooftop drink.
I went to Supra Roma. Great vibe. I had to stand by the bar the whole time due to not having reservations but the views were fantastic and the dj was decent too. She was playing house music. I definitely want to bring my friends here if they ever want to come to cdmx. I had 1 cocktail and 2 beers there. Was thinking about talking to people there but mostly everyone was speaking Spanish so I decided not to.
I left and was gonna call it an early night but heard some more house music being played across the street at departmento. I decided why not and paid the cover to check it out. It was ok. Dj was decent but the vibe seemed kind of “basic” other than the music. Nothing too unique about this place, just a terrace playing music with young people hanging out. I had 2 drinks and left and got a torta.
I made it back to my hotel around 12am and this when things started to go south unfortunately. Montezumas revenge came back and this time even stronger than earlier. The alcohol definitely did not help. It quickly kept getting worse in terms of cramping and the ability to not go to the bathroom for more than 20 mins. I think it was the Al pastor tacos from earlier today. I did not get much sleep this night and was basically in survival mode lol luckily I had some water bottles to stay hydrated but I knew I would have to venture out to get more eventually. I basically spent the whole night on the toilet or curled up in pain.
Day 3: Recovery
I was hoping I’d feel feel better in the morning and I was somewhat correct. After 12 hours I could walk again although it was definitely difficult. I managed to make it to a farmacia where the pharmacist recommended me treda. I got that and more water + electrolit. It was around 1pm so I sat outside and drank my electrolit to see if I strong enough to do some sort of activity. After about 20 mins of sitting outside I decided I definitely could not and decided to just take the L for today so I could be full strength for tomorrow. I took my treda and was able to get some rest. When I woke up I was still feeling montezumas revenge a little bit but I knew I had to eat something. I ended up using Uber eats to get consomé de pollo from this place called Toks. It seemed like a safe option as it looked like a chain and I assumed chains usually have somewhat good hygiene standards. It ended up being way better than expected and I managed to put down most of it.
After eating, I took a walk to get more electrolit. I was still a little weak so I just went back to the hotel and went to bed. I was a bit bummed I lost a day but anytime you’re in a 3rd world country you should budget a day for stomach issues.
Day 4: Castillo De Chapultepec & Historic Center
I woke up feeling a lot better. It was actually crazy as 24 hours ago I couldn’t even walk straight. I took my treda and headed out. I was debating on if I should go back Chapultepec park to see the castle or if it would take too much time as I was planning to go to the historic center today. I decided to see the castle as I was thinking about it too much to skip it.
I took an Uber there this time and paid the admission. It was definitely worth it. The castle was so beautiful and there was so much history inside. I learned a lot about Mexican history and was able to take in some nice views of the city. My favorite part were the murals inside and the jardin. After, I walked to 7/11 to get more electrolit. I also got pringles as I was hungry but my stomach was still a little rough. From there I ubered to the historic center.
When I got to the historic center I was instantly overstimulated lol. It was a Saturday afternoon so it must’ve been the most popular day. It was a lot bigger than expected too. I didn’t really know where to start so I just started walking. My first stop was actually the adidas store as I needed to get my bearings and am a fan of adidas lol unfortunately there wasn’t much in there though that seemed exclusive. I know in Tokyo they’ll have exclusive stuff but didn’t see anything like that in Mexico City, bit disappointed but otherwise it provided a place for me to take a breath. I got out and started walking towards zocalo plaza.
Zocalo Plaza was just epic. The big Mexican flag with the cathedral behind it had so much swag for lack of a better term lmao it showed off the immense pride that Mexico has for itself. I really liked this area a lot.
I continued walking and ended up at these streets with vendors. This was even more overstimulating than the other areas. So much noise and people. I stopped in a store and got a can coke and kept on trucking along.
I decided to go to palacio de bella artes. I really liked palacio de bella artes as well. The architecture and colors were stunning. The Torre Latinoamericana building was also interesting. I decided to check out the museum inside palacio de Bella artes. At first i thought it was a bit underwhelming. I was not too big of a fan of the murals and it seemed like some areas were closed. I then came across the Dioses y Maquinas exhibit by Santiago Sierra Soler. This exhibit was an “immersive cinema installation” that told the story of the aztecs getting colonized by Spaniards. It was very powerful and really made me understand some of the politics of Mexico. Also globalism in general and how colonization impacted the world. It gave me that powerful global experience that I mentioned before. I think everyone who visits cdmx should experience this exhibit to really wrap your head around the politics of the country and how it became what it is today. When I walked out I began to see the two sides of Mexico, the native side and european side and how they interact with each other.
That exhibit made me want to learn about the Aztecs more so I ended up going to museo del templo mayor. This place was also impressive with countless exhibits about the Aztecs. It’s insane to me how there was an ancient city right under us. By the time I was done there I was getting hungry so ironically I got McDonald’s as my stomach needed something familiar. I got it to go and ate it near the palacio de bella artes. I wanted to go the sears rooftop after but couldn’t find the entrance so I just walked around the surrounding neighborhood. This part reminded me a lot of Manhattan.
I walked through the Barrio Chino and thought it was hilarious tbh. I did not see any Asian people and there wasn’t much Asian culture other than the lanterns i guess lol the restaurants also did not look too good. Cool experience nonetheless. I ended my walk at a plaza San juan to call an Uber as it was about to start raining. I found the torre de telefons de Telmex structure also super interesting. I made it home and rested before dinner.
For dinner I went to this Argentinan steak house called Gardela. A bit risky after my stomach issues but I wanted to get a nice dinner on my last night. I got a dry aged New York strip and it did not disappoint. I ordered it medium rare but it was a bit more rare than expected. I ate it anyway and was wowed. One of the best steaks I’ve ever had. Amazing service too, can’t recommend this place enough if you want a good steak.
When I got back to my hotel I was having an internal debate if I should go out. I had an early flight and was already pretty tired and full. I decided to go out anyway as it was Saturday night and didn’t get to do anything the day before. I ended up at this techno club called yuyu. Pretty intimate spot. The techno was very good and creative. The crowd was also fun, I had a few shallow conversations with people but nothing deep. Mostly my fault though as I wasn’t making much conversation. I just drank beer, smoked cigarettes, and listened to good electronic music which is a solid night for me. I headed home around 2 and went to bed for my flight.
Closing remarks:
I really enjoyed my time in Mexico City. Im not sure what my expectations were for the city but they were definitely exceeded. Definitely an underrated city as there is so much culture and history but I never here much people talk about it in the states. I will definitely be back as I feel like there’s still so much to discover and it was pretty cheap to get there and get lodging. Not gonna lie though, I was bit nervous going solo here but once I got there most of the anxiety went away. In terms of safety, just be where you’re supposed to be (tourist areas & safe neighborhoods), keep your possessions zipped up, and don’t walk at night. I felt more sketched out in most US cities
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2023.05.30 01:23 Then_Marionberry_259 APR 27, 2023 PAAS.TO PAN AMERICAN SILVER ANNOUNCES 2023 PRODUCTION AND COST GUIDANCE

APR 27, 2023 PAAS.TO PAN AMERICAN SILVER ANNOUNCES 2023 PRODUCTION AND COST GUIDANCE
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Conference Call and Webcast April 27 at 11:00 am ET
Pan American Silver Corp. (NYSE: PAAS) (TSX: PAAS) ("Pan American") today provided its guidance for production, costs and certain expenditures in 2023. Pan American completed its previously announced transaction with Yamana Gold Inc. ("Yamana") on March 31, 2023, resulting in the addition of four producing mines (the "Acquired Operations"), plus several exploration and development projects in Chile, Brazil and Argentina. The guidance reflects the contribution from the Acquired Operations for the nine-month period from March 31 to December 31, 2023. Guidance for the original Pan American operations reflect the full 12-month period of 2023.
"The 2023 guidance is in line with our expectation for a material increase in silver and gold production together with lower consolidated operating costs following the acquisition of Yamana, indicative of the accretive nature of the transaction," said Michael Steinmann, President and Chief Executive Officer of Pan American. "The integration is progressing well and after only one month of ownership of the Acquired Operations, we are on track to realize the $40 to $60 million in annual synergies we had identified. Our teams are now focused on delivering the production and cost targets through the safe, efficient and environmentally sound operation of our mines."
Pan American reports mines under either a Silver Segment or a Gold Segment with costs calculated on a by-product basis (by-product metal sales a credit to costs to produce the primary metal for that segment). Yamana reported production and costs in gold equivalent ounces ("GEO"), which is not directly comparable to the way in which Pan American reports its production and costs.
The guidance also incorporates the application of Pan American's accounting and reporting policies to the Acquired Operations, of which the most significant changes relate to re-allocating large portions of previously capitalized mine development to operating expenses, and re-categorizing certain capital expenditures (including exploration and tailings facility expansions) from project capital to sustaining capital. This re-categorization will result in higher all-in sustaining costs ("AISC"). Specifically, for the Acquired Operations in 2023, Pan American is providing project capital guidance for Jacobina only, where it will be invested to complete certain growth-related projects that were already underway prior to the closing of the transaction with Yamana and to initiate a comprehensive mine optimization study. For the remaining Acquired Operations, all capital expenditures are being classified as sustaining capital for the remainder of 2023.
The following estimates contain forward-looking information about expected future events and financial and operating performance of Pan American. Readers should refer to the risks and assumptions set out in the "Cautionary Note Regarding Forward-Looking Statements and Information" at the end of this news release. Pan American may revise forecasts during the year to reflect actual results to date and those anticipated for the remainder of the year.
2023 Production and Cost Forecast
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2023 Consolidated Base Metal Production Forecast
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2023 Capital Expenditure Forecast
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In 2023, Pan American plans to invest an estimated $75 to $85 million of project capital in the following projects.
  • At Jacobina, $26 to $29 million of project capital will be invested during the nine-months of 2023 to stabilize the operation with the expansion underway, which involves upgrading plant facility infrastructure to sustain a gold recovery of about 96%.
  • At La Colorada, $16 to $18 million of project capital will be invested in: continued exploration and in-fill drilling on the Skarn project; advancing engineering work towards a preliminary economic assessment for the Skarn project, which is expected to be released in the second half of 2023; and advancing construction of the concrete-lined ventilation shaft, which is expected to benefit both the long-term development of the Skarn project, as well as the current vein-system operation. We expect to complete the concrete-lined ventilation shaft by the end of 2023 and install and commission the high-capacity fans in mid-2024. The shaft is currently at a depth of 270 metres, with the final depth being 560 metres. Pan American assumes mining ore below reserve grades until this additional infrastructure for the ventilation system is commissioned.
  • At Huaron, $22 to $25 million of project capital will be invested in advancing the construction of a tailings pressure filtration plant and a dry-stack tailings storage facility to replace the conventional tailings storage facility currently in operation. The project is expected to be completed in 2024 and operational thereafter.
  • At Timmins, $12 to $13 million of project capital will be invested in the construction of a paste fill plant at Bell Creek, which will improve backfill quality and availability for more effective ground support systems and to increase resource recovery and throughput.
General and Administrative and Greenfield Exploration Expenditures
In order to include ongoing adjustments, management intends to provide estimates for annual 2023 consolidated general and administrative expenses, greenfield exploration expenditures and care and maintenance spending as part of the unaudited financial results for the first quarter of 2023, scheduled to be released on May 10, 2023 after market close.
Strong Financial Position Post Completion of Yamana Acquisition
As at March 31, 2023, Pan American had cash and short-term investments of $513.1 million, inclusive of $204.7 million related to the MARA project in Argentina, and $425.0 million available under its $750.0 million revolving Sustainability-Linked Credit Facility.
Conference Call and Webcast
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The live webcast and presentation slides will be available at https://www.panamericansilver.com/invest/events-and-presentations/
Technical Information
Scientific and technical information contained in this news release have been reviewed and approved by Martin Wafforn, P.Eng., Senior Vice President Technical Services and Process Optimization, and Christopher Emerson, FAusIMM, Vice President Business Development and Geology, each of whom is a Qualified Person, as the term is defined in Canadian National Instrument 43-101 - Standards of Disclosure of Mineral Projects
For additional information about Pan American Silver's material mineral properties, please refer to Pan American Silver’s Annual Information Form dated February 22, 2023, filed at www.sedar.com , or Pan American Silver's most recent Form 40-F filed with the SEC. For further information about the Yamana material mineral properties, please refer to Yamana’s Annual Information Form dated March 29, 2023, filed at www.sedar.com or Yamana’s most recent Form 40-F filed with the SEC.
About Pan American
Pan American is a leading producer of precious metals in the Americas, operating silver and gold mines in Canada, Mexico, Peru, Bolivia, Argentina, Chile and Brazil. We also own the Escobal mine in Guatemala that is currently not operating. We have been operating in the Americas for nearly three decades, earning an industry-leading reputation for sustainability performance, operational excellence and prudent financial management. We are headquartered in Vancouver, B.C. and our shares trade on NYSE and the Toronto Stock Exchange under the symbol "PAAS". Learn more at panamericansilver.com
In this news release, we refer to measures that are not generally accepted accounting principle ("non-GAAP") financial measures. These measures are widely used in the mining industry as a benchmark for performance, but do not have a standardized meaning as prescribed by IFRS as an indicator of performance, and may differ from methods used by other companies with similar descriptions. These non-GAAP financial measures include:
  • Cash Costs. Pan American's method of calculating cash costs may differ from the methods used by other entities and, accordingly, Pan American's Cash Costs may not be comparable to similarly titled measures used by other entities. Investors are cautioned that Cash Costs should not be construed as an alternative to production costs, depreciation and amortization, and royalties determined in accordance with IFRS as an indicator of performance.
  • All-in Sustaining Costs per silver or gold ounce sold, net of by-product credits ("AISC"). Pan American has adopted AISC as a measure of its consolidated operating performance and its ability to generate cash from all operations collectively, and Pan American believes it is a more comprehensive measure of the cost of operating our consolidated business than traditional cash costs per payable ounce, as it includes the cost of replacing ounces through exploration, the cost of ongoing capital investments (sustaining capital), general and administrative expenses, as well as other items that affect Pan American's consolidated earnings and cash flow.
This news release should be read in conjunction with Pan American's Audited Consolidated Financial Statements and Management's Discussion and Analysis for the year ended December 31, 2022, and Pan American's Annual Information Form for the year ended December 31, 2022. This material is available on Pan American’s website at panamericansilver.com, on SEDAR at www.sedar.com and on EDGAR at www.sec.gov
Cautionary Note Regarding Forward-Looking Statements and Information
Certain of the statements and information in this news release constitute "forward-looking statements" within the meaning of the United States Private Securities Litigation Reform Act of 1995 and "forward-looking information" within the meaning of applicable Canadian provincial securities laws. All statements, other than statements of historical fact, are forward-looking statements or information. Forward-looking statements or information in this news release relate to, among other things: future financial or operational performance, and estimates of current production levels that remain subject to verification and adjustment, including our estimated production of silver, gold and other metals forecasted for 2023, our estimated Cash Costs, AISC and expenditures in 2023; future anticipated prices for gold, silver and other metals and assumed foreign exchange rates; whether Pan American is able to maintain a strong financial condition and have sufficient capital, or have access to capital through our corporate credit facility or otherwise, to sustain our business and operations and complete any anticipated capital spending; whether Pan American is able to realize synergies as a result of the transaction with Yamana; ; the ability of Pan American to successfully complete any capital projects, including with respect to Jacobina, La Colorada, Huaron, and Timmins, and the expected economic or operational results derived from those projects, and the impacts of any such projects on Pan American; the ongoing impact and timing of the court-mandated ILO 169 consultation process in Guatemala; and the future results of exploration activities, including with respect to the Skarn exploration program at La Colorada.
These forward-looking statements and information reflect Pan American’s current views with respect to future events and are necessarily based upon a number of assumptions that, while considered reasonable by Pan American, are inherently subject to significant operational, business, economic and regulatory uncertainties and contingencies. These assumptions include: the world-wide economic and social impact of COVID-19 and the extent of any impacts related to the COVID-19 pandemic; tonnage of ore to be mined and processed; ore grades and recoveries; prices for silver, gold and base metals remaining as estimated; currency exchange rates remaining as estimated; capital, decommissioning and reclamation estimates; our mineral reserve and resource estimates and the assumptions upon which they are based; prices for energy inputs, labour, materials, supplies and services (including transportation); no labour-related disruptions at any of our operations; no unplanned delays or interruptions in scheduled production; all necessary permits, licenses and regulatory approvals for our operations are received in a timely manner; our ability to secure and maintain title and ownership to properties and the surface rights necessary for our operations; and our ability to comply with environmental, health and safety laws. The foregoing list of assumptions is not exhaustive.
Pan American cautions the reader that forward-looking statements and information involve known and unknown risks, uncertainties and other factors that may cause actual results and developments to differ materially from those expressed or implied by such forward-looking statements or information contained in this news release and Pan American has made assumptions and estimates based on or related to many of these factors. Such factors include, without limitation: the duration and effects of COVID-19, and any other pandemics on our operations and workforce, and the effects on global economies and society; fluctuations in silver, gold and base metal prices; fluctuations in prices for energy inputs, labour, materials, supplies and services (including transportation); fluctuations in currency markets (such as the PEN, MXN, ARS, BOB, GTQ, CAD, CLP, and BRL versus the USD); operational risks and hazards inherent with the business of mining (including environmental accidents and hazards, industrial accidents, equipment breakdown, unusual or unexpected geological or structural formations, cave-ins, flooding and severe weather); risks relating to the credit worthiness or financial condition of suppliers, refiners and other parties with whom Pan American does business; inadequate insurance, or inability to obtain insurance, to cover these risks and hazards; employee relations; relationships with, and claims by, local communities and indigenous populations; our ability to obtain all necessary permits, licenses and regulatory approvals in a timely manner; changes in laws, regulations and government practices in the jurisdictions where we operate, including environmental, export and import laws and regulations; changes in national and local government, legislation, taxation, controls or regulations and political, legal or economic developments in Canada, the United States, Mexico, Peru, Argentina, Bolivia, Guatemala, Chile, Brazil or other countries where Pan American may carry on business, including legal restrictions relating to mining, including in Chubut, Argentina, risks relating to expropriation, and risks relating to the constitutional court-mandated ILO 169 consultation process in Guatemala; diminishing quantities or grades of mineral reserves as properties are mined; increased competition in the mining industry for equipment and qualified personnel; and those factors identified under the caption "Risks Related to Pan American's Business" in Pan American's most recent form 40-F and Annual Information Form filed with the United States Securities and Exchange Commission and Canadian provincial securities regulatory authorities, respectively. Although Pan American has attempted to identify important factors that could cause actual results to differ materially, there may be other factors that cause results not to be as anticipated, estimated, described or intended. Investors are cautioned against undue reliance on forward-looking statements or information. Forward-looking statements and information are designed to help readers understand management's current views of our near and longer term prospects and may not be appropriate for other purposes. Pan American does not intend, nor does it assume any obligation to update or revise forward-looking statements or information, whether as a result of new information, changes in assumptions, future events or otherwise, except to the extent required by applicable law.

View source version on businesswire.com: https://www.businesswire.com/news/home/20230427005233/en/
For more information about Pan American:
Siren Fisekci
VP, Investor Relations & Corporate Communications
Ph: 604-806-3191
Email: [[email protected]](mailto:[email protected])
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2023.05.29 20:13 SchlesingerMindy323 [HIRING] 25 Jobs in LA Hiring Now!

Company Name Title City
BOEING Project Analyst Kenner
BOEING Administrative Coordinator Kenner
BOEING Administrative Coordinator Meraux
BOEING Project Analyst Meraux
BOEING Project Analyst Norco
BOEING Administrative Coordinator Norco
Jobot RN - Behavioral Health Arabi
Beacon Behavioral Hospital Chief Nursing Officer Baton Rouge
The Capital City Anesthesia Group Certified Registered Nurse Anesthetist Baton Rouge
St. Tammany Health System RN Staff - Mother Baby/Couplet Care - Full Time (Nights) Covington
St. Tammany Health System RN Staff - New Family Center - Full Time (Nights) Covington
Act One Health Family Nurse Practitioner Covington
St. Tammany Health System LPN/MA - Specialty (Bone & Joint) Covington
DaVita Kidney Care Registered Nurse - RN Gonzales
Nursing Specialties Inc Registered Nurse Lafayette
DaVita Kidney Care Registered Nurse - RN Lake Charles
Forefront Telecare PMHNP for Louisiana Lake Charles
United Surgical Partners International, Inc Registered Nurse Operating Room FT Metairie
Sekeena Johnson Inc Float RN New Orleans
Centers Health Care Travel CNA - Generous Sign-On Bonus New Orleans
KIPP New Orleans 23-24 School Nurse + Signing Bonus New Orleans
Act One Health Nurse Practitioner New Orleans
Jobot Health Or Rn Opelousas
DaVita Kidney Care Registered Nurse - Home Hemodialysis (HHD) Shreveport
Brilliant PR & Marketing Certified Nurse Assistant (CNA) Vidalia
Hey guys, here are some recent job openings in la. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by SchlesingerMindy323 to LouisianaJobsForAll [link] [comments]


2023.05.29 19:58 SchlesingerMindy323 [HIRING] 25 Jobs in LA Hiring Now!

Company Name Title City
BOEING Project Analyst Kenner
BOEING Administrative Coordinator Kenner
BOEING Administrative Coordinator Meraux
BOEING Project Analyst Meraux
BOEING Project Analyst Norco
BOEING Administrative Coordinator Norco
Jobot RN - Behavioral Health Arabi
Beacon Behavioral Hospital Chief Nursing Officer Baton Rouge
The Capital City Anesthesia Group Certified Registered Nurse Anesthetist Baton Rouge
St. Tammany Health System RN Staff - Mother Baby/Couplet Care - Full Time (Nights) Covington
St. Tammany Health System RN Staff - New Family Center - Full Time (Nights) Covington
Act One Health Family Nurse Practitioner Covington
St. Tammany Health System LPN/MA - Specialty (Bone & Joint) Covington
DaVita Kidney Care Registered Nurse - RN Gonzales
Nursing Specialties Inc Registered Nurse Lafayette
DaVita Kidney Care Registered Nurse - RN Lake Charles
Forefront Telecare PMHNP for Louisiana Lake Charles
United Surgical Partners International, Inc Registered Nurse Operating Room FT Metairie
Sekeena Johnson Inc Float RN New Orleans
Centers Health Care Travel CNA - Generous Sign-On Bonus New Orleans
KIPP New Orleans 23-24 School Nurse + Signing Bonus New Orleans
Act One Health Nurse Practitioner New Orleans
Jobot Health Or Rn Opelousas
DaVita Kidney Care Registered Nurse - Home Hemodialysis (HHD) Shreveport
Brilliant PR & Marketing Certified Nurse Assistant (CNA) Vidalia
Hey guys, here are some recent job openings in la. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by SchlesingerMindy323 to LAJobsForAll [link] [comments]


2023.05.29 19:43 SchlesingerMindy323 [HIRING] 25 Jobs in LA Hiring Now!

Company Name Title City
BOEING Project Analyst Kenner
BOEING Administrative Coordinator Kenner
BOEING Administrative Coordinator Meraux
BOEING Project Analyst Meraux
BOEING Project Analyst Norco
BOEING Administrative Coordinator Norco
Jobot RN - Behavioral Health Arabi
Beacon Behavioral Hospital Chief Nursing Officer Baton Rouge
The Capital City Anesthesia Group Certified Registered Nurse Anesthetist Baton Rouge
St. Tammany Health System RN Staff - Mother Baby/Couplet Care - Full Time (Nights) Covington
St. Tammany Health System RN Staff - New Family Center - Full Time (Nights) Covington
Act One Health Family Nurse Practitioner Covington
St. Tammany Health System LPN/MA - Specialty (Bone & Joint) Covington
DaVita Kidney Care Registered Nurse - RN Gonzales
Nursing Specialties Inc Registered Nurse Lafayette
DaVita Kidney Care Registered Nurse - RN Lake Charles
Forefront Telecare PMHNP for Louisiana Lake Charles
United Surgical Partners International, Inc Registered Nurse Operating Room FT Metairie
Sekeena Johnson Inc Float RN New Orleans
Centers Health Care Travel CNA - Generous Sign-On Bonus New Orleans
KIPP New Orleans 23-24 School Nurse + Signing Bonus New Orleans
Act One Health Nurse Practitioner New Orleans
Jobot Health Or Rn Opelousas
DaVita Kidney Care Registered Nurse - Home Hemodialysis (HHD) Shreveport
Brilliant PR & Marketing Certified Nurse Assistant (CNA) Vidalia
Hey guys, here are some recent job openings in la. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by SchlesingerMindy323 to EmploymentLouisiana [link] [comments]