
The players explore the town to find it deserted. The mood goes from lighthearted to somber as they realize this isn't at all what they thought they were getting into. The captain of the boat arranges to pick them up in exactly 2 days and leaves them standing on the pier. The number of buildings visible from the dock do not match the picture in the brochure. They arrive at Pembroke Hills in the evening and immediately notice that there are no lights in any of the houses, nor smoke from any of the chimneys. Without fail, the conversation turns to talking like a pirate and jokes about sea sickness. The party embarks and we talk about how their characters feel about a 3-month journey trapped on a boat with rough and tumble sailors. The players are handed a travel brochure I designed, complete with a map, some important NPC names, and lots of naive visions of how great life on the frontier is. The players are tasked by a trading company (not dissimilar to the East India Trading Company) to check out why the Pembroke Hills Colony has not sent any shipments back to the motherland in 12 months. The fighter has played D&D before, the rest are all newbies. My best story comes from one of these sessions a couple of years ago we still give the player grief about it to this day.Īfter initial setup, we have a party of 4: A fighter leading the party, a rogue, a ranger, and a very fateful sorceror. I have had the pleasure of onboarding a number of brand-new-to-RPG players in the past couple of years, so I have built a welcome to fantasy roleplay module called Pembroke Hills. My favorite "You killed those people!" moment from one of my games.
