The Ruined Tower

Location #3 on the map of the Village of Cross Tree is the ruined tower.

The Ruined Tower. Created with Campaign Cartographer Dungeons of Schley symbol set.

A trail in the northeast corner of the village winds through the woods. Atop a short climb, the remnants of a tower can be seen. Having once stood 50 or 60 feet in height, the upper levels have collapsed over time. The second floor of the structure appears to be somewhat intact, though a large gap can be seen in the wall.

Rubble is strewn about the base of the tower and more can be seen littered out into the forest. Ahead, a wisp of smoke escapes from between two double doors that rest slightly ajar.

The Village of Cross Tree.

The tower itself predates the town of Cross Tree by over 100 years and none of the locals, aside from possible Nicodemus (see below), have any recollection of who built it. Characters with any type of architectural knowledge will easily be able to identify that this structure is from another time.

In my own game, the tower represents one of the last standing traces of a previous civilization. Deep within the outlying forest, there are cave entrances that lead into still accessible areas of this ancient settlement. Swallowed up by the earth itself, a lost city waits to be rediscovered. I will explore some of these locations once the rest of Cross Tree has been covered.

If this doesn’t work for your game, the tower could have an entirely different background. The idea here is to simply give you some interesting locations for your players to visit, without you having to do a lot of work.

PCs exploring the area around the tower will find all manner of debris. Some of this is from the collapse of the upper floors of the tower. The rest consists of odds and ends brought here by the tower’s sole inhabitant.

Unless the party is purposely attempting to be stealthy, the double doors to the tower will swing open enough for a frail figure to emerge.

Nicodemus

With a soft creak, the tower’s doors swing open and a frail old man appears. Fairly tall, though stooped a bit, he walks with the help of an oak staff. His tawny skin appears leathery and wrinkled, as if from years of exposure. Pulling back the hood of his stained maroon robe, his long white hair and beard make for quite a sight. 

Nicodemus. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com.

“Oh heavens! I have visitors it seems” the old fellow mutters, as his eyes dart around and size up the party. “I’ve not seen you people before. Are you lost?”

Nicodemus has lived in the ruined towed for nearly 5 years now. Prior to that he had been a frequent visitor to the area but none of the locals knew too much about him.

The general thinking of the townsfolk is that the tower is not safe for habitation and they are likely right. However, Nicodemus doesn’t interact a great deal with anyone from town. Every so often, Killian from the Cross Tree Inn (location #1) will try to persuade Nicodemus to take up residence at the inn but up to this point these attempts have failed.

Play Nicodemus as a bit mad and a bit mysterious. He exists here as a device for you to feed information or plot hooks to your players. Outside of possibly Leagis (from area #2, the Church) Nicodemus is the only resident who you could really call “worldly”.

He knows a great deal about a great many things but should always be a bit cagey about what he reveals and how he reveals it. Whether Nicodemus actually has any magical abilities is largely up to the GM. Here are some possible angles for Nicodemus, to allow him to fit seamlessly into different styles of games.

  • Perhaps you make him a great mage, having him be the wise mentor who knew the party was fated to show up on his doorstep.
  • He could be a part-crazed soothsayer who constantly mutters to himself, while reading tea-leaves and tossing chicken bones to foretell the future. Whether charlatan or gifted fortune teller will be up to the party to decide.
  • Nicodemus could be an arcane dealer of sorts, prepared to sell different potions, charms, or wards to the party.
  • Possibly he plumbed the depths of a lost city in his prime, only to be left behind by his comrades. Having spent years as the prisoner of some unnamed horror, he is now quite mad.

Regardless of which route you take Nicodemus is a good-natured sort. He will size up the party and if he believes they have good intentions, he will try to help them. That’s not to say that he will necessarily be forthcoming with his help or information. It’s certainly possible that he may speak in riddles or test the PCs in order to ascertain their intentions.

1st Floor

If the party is friendly from the offset, it is likely that Nicodemus will invite the party inside. The double doors open to a chaotic scene and the heavy scent of smoke and incense.

All manner of junk is piled up within the 1st floor of the tower and the old man has a campfire burning away, near a breach in the wall. Any characters with reasonably high skills of perception are likely to notice a mouse (or other small mammal) skittering for cover as the party enters the room.

Despite the clutter and debris, Nicodemus seems to know his way around the mess and is always able to deftly find what he is looking for amongst the rubble, crates, and boxes.

There are drawings and what appear to be maps scrawled with charcoal on the walls. What they depict and whether Nicodemus will discuss them is largely up to the GM. Two desks are arranged on either side of the room. While they are cluttered, it does appear that they have been painstakingly laid out, allowing Nicodemus to focus on his studies. A spiral staircase leads up to the 2nd floor.

2nd Floor

Every bit as cluttered as the first floor, the walls of this section of the tower has been breached to the northeast and southwest. This allows the weather in, along with the occasional bird or bat.

Arriving from the first floor, it will be immediately evident that the stairway going up to the higher reaches of the tower is completely blocked with rubble. Rubble is strewn about on the creaky wooden floor and PCs who are invited up to this level of the tower should be made to feel that the floor could cave in at any time.

Plot Hooks & Encounters

A lot of what Nicodemus has to offer is going to depend on your game, the level of magic in your world, and what role you need him to play within your campaign.

  • Other townsfolk might direct the party to Nicodemus in order to identify some item they have found or to seek answers about some quest that they are on.
  • As with Karia from the Cross Tree Inn, Nicodemus may charge a young party with venturing out into the woods to secure certain components for him.
  • Perhaps he knows of some impending trouble threatening the area and identifies the party as being just the right group to tackle it.
  • Seeing a yearning for adventure in the party, Nicodemus might share with the party what he know about a lost city, deep within the forest.

Closing Notes

That will do it for this week’s entry from the town of Cross Tree. I appreciate you taking the time to stop by. If there is anything you would like to see added to the village or you require any tweaks to the maps, let me know in the comments. Until my next post, I hope you have great adventures and a great week!

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Church of Cross Tree

Location #2 on the map of the Village of Cross Tree is the church.

The Church of Cross Tree. Created with Campaign Cartographer Dungeons of Schley symbol set.

This 2-story oak structure is clearly a church. Modest in size and design, this building appears to have been built more recently than most of the other dwellings in town.

To the left of the building, a waist-high hedge neatly frames a small graveyard. The plots and grave markers seem to be well tended. There is a general feeling of peace about the place and the pleasant scent of incense is in the air.

The church of Cross Tree burned to the ground under mysterious circumstances roughly 15 years ago. At the time, it was a largely unused structure, as it had been quite some time since the settlement had been home to any members of the clergy. The site sat vacant for nearly 5 years, until its current inhabitant came to town.

The Village of Cross Tree. Created with Campaign cartographer Cities of Schley symbol set.

Leagis Kormou

Leagis Kormou is a 42-year-old human woman. She has olive skin and long, white hair that trails down nearly to her waist. While she has a stern brow and piercing green eyes, there is a sense of peace about the woman that is disarming to guests.

Leagis Kormou. Art by: Daniel Comerci – danielcomerci.com.

It will immediately be clear to PCs that Leagis is not originally from this area. In my game she hails from a chain of islands far to the south, though select her place of origin based on what works for your campaign setting. Leagis is a priestess of a nature deity. If your world lacks a divine being who happens to be focused on nature, any good-aligned god or goddess should suffice.

The cleric spent her youth traveling the world, possibly even clocking in some time as an adventurer. As the years passed, she found herself more focused on her religion and wanting to settle down. Cross Tree provided a logical place to put down roots. Nestled deep withing the forest, Leagis can commune with nature while also sharing her faith with her modest flock.

Arriving in town roughly 10 years ago, Leagis began restoring the old burned church structure on her own. As the days passed, other townsfolk would come to lend a hand. Often they would work together by day and then take part in her fellowship and break bread together in the evening. Some of the materials for the new church were brought from the ruined tower to the northeast of town.

Whether Leagis possesses any magical abilities from her deity will be left to the GM’s discretion. It is certainly possible that she may have the ability to casts lower level spells. However, I would suggest drawing the line at allowing her to have the power to raise the dead or even heal very serious afflictions.

The priestess is very welcoming to outsiders and will certainly be curious about their travels. Having travelled extensively herself, Leagis may be able to share information with the party about areas far from Cross Tree.

1st Floor

The nave and sanctuary take up most of the 1st floor of the church. Both are decorated simply, in woodland colors. Both the pews and altar are fashioned from downed oaks found in the forest.

Close to the entrance are two storage closets. Tools are kept here for tending the graveyard, as well as decorations for different festivals throughout the year. Leagis also keeps a small office on the first floor.

2nd Floor

The 2nd floor of the church consists of Leagis’s residence. While not generally accessible to the public, she may invite the PCs up here for counsel or to discuss future plans.

Plot Hooks & Encounters

As previously mentioned, Leagis has travelled extensively. She should provide you a good tool for disseminating information to your PCs. It is also possible that she may have use for their help herself.

  • Parties stopping in Cross Tree along the way to somewhere else, may be provided information about their destination.
  • As a priestess of a nature deity, Leagis may enlist the help of the party to investigate some strange goings-on within the forest. Perhaps some strange malady is affecting local wildlife or a queer blight is killing off vegetation.
  • Leagis recently buried a traveler who died while staying at the Cross Tree Inn. The man’s only personal effects were a strange metallic device and a map to a location that would take two days to travel to from here. The cleric may enlist the party’s help in learning more about the map and the device.
  • From her traveling days, Leagis may be aware that there is rumored to be an ancient lost city hidden away within the depths of the forest.

Conclusion

That will conclude another post about the town of Cross Tree. Until I write again, I thank you for reading and hope that you may find yourself enjoying a game soon. Cheers

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Cross Tree Inn

Location #1 in the Village of Cross Tree is the Cross Tree Inn.

The smell of roasted meat emanates from this inviting two-story wooden building. Facing the structure, a pair of worn double-doors welcome weary travelers on the right. To the left, a low wall partitions off a courtyard, where barrels of ale are stored, and a couple chickens run about aimlessly.

A sign bearing the name “Cross Tree Inn” hangs above the entrance. The sign itself depicts a curious scene of ghostly figures circled around a large oak tree. The inn is both the geographical and social center of the village. Especially during the evening, it is likely some of the other residents will be found in the common room, enjoying a meal or tankard of ale.

The Cross Tree Inn. Created using Campaign Cartographer “Dungeons of Schley” symbol set.

Killian Merric

Killian Merric. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com.

The proprietor is a stout man named Killian Merric. At 50 years of age, Killian was raised in a large city but relocated to Cross Tree and inherited the Inn from his uncle Tobyn. That was 20 years ago and Killian has been running the place ever since.

Killian stands 6’2” tall and weighs roughly 280lbs. His dark hair, beard, and bushy eyebrows. are starting to give way to a good deal of gray. The large man dresses simply, wearing cotton breeches and a plain tunic, On most days he’ll also be wearing an apron, adorned with splashes and dashes of whatever happens to be on the menu that day.

Nearly always sporting a grin, the innkeeper is nothing if not hospitable. Killian will greet guests warmly and take an interest in their adventures. He knows a fair bit about the local area and is generally willing to share information with travelers, if he feels that they have good intentions. For information he may lack, Killian is certainly well acquainted with the citizens of Cross Tree and able to suggest someone else who may be able to help.

The innkeeper loves a good tune. Any customer who happens to break out in song or play an instrument while visiting the inn is likely to be rewarded with a complimentary meal. If it’s particularly good, it wouldn’t be unheard of for Killian to take off his apron and dance a little jig in the middle of the dining room.

Despite being a fairly large fellow, Killian has no practical combat experience.

Killian keeps a simple room for himself at the inn. While he has had various employees over the years, his niece Karia is currently his only employee.

Karia Merric

Karia Merric.
Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

Karia Merric is a young woman of 25. After the passing of her mother, two years ago, she relocated to Cross Tree and has been helping her uncle Killian manage the inn. A no-nonsense woman, Karia usually keeps her blonde hair pulled back and wears simple, woolen dresses.

While she adores her uncle, Karia was also interested in relocated to Cross Tree due to it being nestled in the wilderness. She has been studying herbalism for a number of years and her move has allowed her to pursue this passion. When not serving drinks or helping out at the inn, Karia spends her time collecting specimens in the forest and furthering her studies.

Like her uncle, Karia is quite friendly. However, her mind is often occupied, thinking about different tinctures and ointments. She may not be outwardly chatty, though if any travelers come by with obvious wounds or ailments, she will immediately offer to help. Depending on the rules system you are using, I would allow Karia to at least provide some basic healing to injured party members.

If any travelers happen to come through town and mention having a background in herbalism or another similar skill, Karia will be fascinated and try to gain as much knowledge from them as possible.

Cross Tree Inn 2nd level.

Food, Drink, & Lodging

You can assume that pricing for food, drink, and lodging will run on the lower end of what is typical in your game system. Killian is a wonderful cook and accommodating host but this is a modest operation. Highlights of the inn’s menu include flapjacks with locally made maple syrup, a fabulous “restoring” stew, and roasted potato wedges.

Killian has 4 modest rooms for rent. Three of these have a single bed, while one has two. However, a simple sleeping cot can be added to any of the single rooms if it becomes necessary to house more guests. While he wouldn’t rent out his own 2nd floor room, on occasion Killian will allow cots in the common areas upstairs, to accommodate extra guests. Obviously, this would be offered at a reduced rate.

Location of the Cross Tree Inn within the Village of Cross Tree.

Legend of the Cross Tree

As the Cross Tree Inn is the first stop for weary travelers, Killian will often be asked about the name of the town. On such occasions, he will be more than happy to pull up a chair and share the tale.

“Perhaps you saw the old Cross Tree as you made your way into town. Just west of here, across from the church stands an ancient oak tree, with a cross burned into the side of its trunk.”

“Many, many years ago, long before this wee village was founded, another settlement existed here. There are still traces that can easily be seen. Just northeast, tucked back in the woods, stands a ruined tower. Old Nicodemus dwells there now, though the gods know that Karia and I try to get him to come stay with us. There are bits of some other structures still standing out in the woods if you explore a bit, then there is the Cross Tree itself.”

“The legend tells that those who lived here before were a superstitious lot. For reasons lost to time, they believed that some of their number were practitioners of dark magics. They deemed these poor folk to be witches and doomed them to a horrible fate. The accused were tied to the great oak, with arms outstretched and burned alive. The cross you see burned into the tree is said to be the result of many such executions.”

“Now, I don’t want to be putting a scare in you good folks. However, many around here claim that the poor souls who lost their lives like this still roam these parts at night. Oh, I know that ghost tales like these are often the fare of simple country folk. Just don’t let it be said that I didn’t warn you, if you hear something go bump in the night.”

Whether there is anything to this legend or whether it is a simple folktale is up to you. Go with what works for your game. However, it certainly wouldn’t hurt to drop in little bits to keep your players on edge. The inn is an old building, so there will certainly be strange creaks from the floorboards or the occasional cold draft.

Plot Hooks & Encounters

If you already have plans for future adventures, it should be easy enough to drop in any plot hooks while the PCs are visiting the Cross Tree Inn. There is a message board in the common room and Killian, Karia, or any of the other townsfolk could be used to reach out to the party and ask for their assistance.

Left to their own, both Killian & Karia have a few tasks that they might approach a party of travelers for help with.

  • Killian might offer the party a fair price to go on a hunt for a day and try to bring back a stag or wild boar.
  • Karia might hire the party to help her locate certain herbs or mushrooms, only available in the deepest part of the forest.
  • It’s rare that the innkeeper has the ability to make the trip to a city. If Killian gets to know the party well or they stop at the inn frequently, he may hire them to bring back certain spices or ingredients.

Conclusion

That concludes my first entry for the Village of Cross Tree. Coming up next week we’ll pay a visit to the church. Due to the number of maps, I’ve opted to include the color versions with all labels and grids. As always, if you find something that would be useful for your own game but you’d like the labels removed (or changed) or might prefer a black and white version for more of an old-school feel, just leave me a message in the comments and I’ll hook you up.

That’s all for now. Thanks for stopping by and have a great week!

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Village of Cross Tree

The village of Cross Tree lies deep within the Carrowmar forest, not far from the Khared Draz mountains. Settled along the banks of Pine Creek, this hamlet is a blend of the old and new, where ancient ruins still hold secrets of a bygone era.

The Village of Cross Tree. Created using Campaign Cartographer SS5 Cities of Schley Style.

On their approach to the village, keen-eyed travelers may notice the remnants of a once-greater settlement, long since reclaimed by nature. Even within the settlement itself, a ruined tower stands as a reminder of the past.

Cross Tree was once a bustling destination for travelers. However, modern routes through the mountain passes have caused the number of visitors to dwindle. Few pass through the village these days, save for the occasional hunter, trapper, or eccentric adventurer.

Reduced at one point to nothing more than a roadside stop for weary travelers, the village has come into its own over the past 30 years. It’s now a quiet, self-sufficient community inhabited with an assortment of colorful characters. Nestled in this wild landscape, Cross Tree makes a perfect locale for striking out in search of adventure

Village with no labels or grid.

Setting the Stage

For the first time in the past few years, I don’t have a regular gaming group. I’ve decided to take the time that I would have spent prepping for weekly sessions and instead pour it into creating something to share.

The Village of Cross Tree is going to be the first step in this process. Every adventure needs a place to start and I’ve created the village with that in mind. Cross Tree is more than just a spot on a map—it’s a living, breathing place where a community has taken root and grown. My intention is for this to be somewhere for stories to unfold and characters to develop for their first few adventures.

Over the coming weeks, I’ll delve into the heart of Cross Tree, sharing details about the key locations and the unique inhabitants that give this village its charm. I will aim to provide just enough detail to allow GMs to easily paint a picture of the village, while also leaving plenty of room for customization. Moving on from that, I’ll expand to some encounters and possibly even full adventures that each have their start from the Village of Cross Tree.

I’ll be basing things loosely on the old Dungeons & Dragons Rules Cyclopedia from 1991. This single hardcover book consolidated rules from the Basic, Expert, Companion, and Master boxed sets. I will note that despite utilizing the Rules Cyclopedia, I’m not an OSR purist by any means. I will deviate from RAW liberally, both in creating new creatures and in mechanics for encounters. That said, everything should be easy enough to convert to pretty much any system of your choice. If you’re the type of person who is reading TTRPG blogs, I don’t think you’ll have any trouble.

While Cross Tree is a location in my own campaign world, I’ve tried to create it generically enough that GMs could fit it into just about any published or homegrown setting. For instance, if you happened to be running a game in Mystara, the village should fit nicely within the Grand Duchy of Karameikos (probably somewhere north of Kelvin). The main features for the location that will be required would be a wooded region, relatively close to mountains, and more than a single day’s travel from any settlements to the east or west.

That’s all I’ve got for now. Thanks for taking the time to visit and I hope you have a great weekend!

I’ve already started adding to the Village of Cross Tree. If you’d like to see more, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Tossed in a B&W version for a bit of the old school vibe.