Don’t bring a knife to a gun fight.

Friday already, that week went fast. Well it’s fight-night and this week we are looking at stat blocks in open legend!

Feel free to convert them to what ever setting you want – the idea is that you should have a few low level ‘minion’ encounters that aim to slow the party or give a mild sense of danger and something that is actually reasonably dangerous. I tend to never give out easy encounters and aim for moderate / hard difficulty where possible as each battle should be something that tests the party and conveys a sense of danger.


Zombie – lesser

02FrZo1

Zombies that have been around for a while are little more than annoyances. Generally suffering pre-battle damage, a little slower or missing limbs they quickly fall before the hail of bullets or swift strike from a shovel.

Zombie Minion – level 1


Hit points: 5
Guard: 10
Toughness: 16
Resolve: 13


Attributes

Will: 4
Perception: 3
Might: 3
Fortitude: 3


Favoured Actions and feats

Feat: Resilient: Advantage 1 when resisting affects.
Feat: Bane focus – Knockdown – Triggers when dealing 5 damage on attacks
Feat: Multibane – Immobile, Knockdown (2) – You are able to inflict both banes with a single attack

Action: Bite or claw , might, unarmed strike
Action: Grab and drag down: Immobile (and knockdown) (might)
Items:

Item : Wealth level – range/Properties | Banes available.

No items of note.

Lesser zombies huh, these things hunt in packs of 3. As they are minion monsters you can have 3 of these for every level of your encounter. Since we target Moderate level and assume 4 level 1 Pcs we have a budget of 4 npc levels. So 9 of these things and 1 “big zombie” is one encounter. Or just 12 of these lesser zombies will do.


Zombie

02FrZo2

The freshly turned are generally faster, stronger and a bit more bitey. Generally suffering only the damge that killed them these zombies tend to take a bit more before they fall before the hail of bullets or swift strike from a shovel.

Zombie – level 1


Hit points: 5
Guard: 10
Toughness: 16
Resolve: 13


Attributes

Will: 4
Perception: 3
Might: 3
Fortitude: 3


Favoured Actions and feats

Feat: Resilient: Advantage 1 when resisting affects.
Feat: Bane focus – Knockdown – Triggers when dealing 5 damage on attacks
Feat: Multibane – Immobile, Knockdown (2) – You are able to inflict both banes with a single attack

Action: Bite or claw , might, unarmed strike
Action: Grab and drag down: Immobile (and knockdown) (might)
Items:

Item : Wealth level – range/Properties | Banes available.

No items of note.

Zombies, the freshly risen dead have a bit more juice in them – these things are likely to be surrounded by lesser zombies, or in smaller packs. These count was 1 NPC level when looking at our budget so 1 or 2 of them and between 9 and 6 lesser zombies would be ideal. A pretty touch challenge for a group of level 1 PCs to try and fight through.


Jeremia Roost

02FrJR1

Jeremiha is not shy from a fight (depending on twists) and will defend himself in a hurry.

Often seen wearing a long coat and a medium length blade he is quick on his feet and likes to out-think his opposition rather than out muscle them.

Jeremiha Roost – Level 3 NPC


Hit points: 20
Guard: 15
Toughness: 12
Resolve: 18


Attributes

Agility: 5
Perception: 4
Might: 4
Logic: 4


Favoured Actions and feats

Feat: Attack Specialisation II: Advantage 2 on attacks
Feat: Lethal strike I: Gains Advantage 1, Up to 5 lethal damage
Feat: Multi-target attack Specialist (area): ignore 1 level of disadvantage when targetting multiple enemies with an attack.

Action: Shoot, Agility, handgun.
Action: Flash Gauntlet: Blind, area of affect. Disadvantage = 1 per target above 2 within 25ft of Jeremiha.
Action: Slash, Agility, Machette.

Items:

Item : Wealth level – range/Properties | Banes available.

Handgun: W:2 – 50’/Precise | Persistent Damage, Slowed.
Machette: WL2 – Melee/Precise, Swift | Persistent Damge, Disarmed.
Precise – Can use agility instead of Might
Swift – Gain Advantage 2 to initiative roll.
Trench-coat: WL1, Light Armor – Defense Bonus 1.

Jeremiha does not like fighting fair, he will try and open up using his flash gauntlet (Area of affect 25′ blinded bane) before trying to slow and cripple his opponents before making a run for it.


Civilian

02FrCi1

No matter where you go, what city you visit the streets are full of them. Moving about trying to make a living, helping out the party on occasion and just as frequently assisting the parties quarry or enemies in the city.

Civilian Minion – level 1


Hit points: 2
Guard: 13
Toughness: 13
Resolve: 10


Attributes

Will: 3
Perception: 3
Might: 3
Fortitude: 3


Favoured Actions and feats

None as such.

Action: Club/ baseball bat/wrench/ attack, might, Improvised weapon attack

Item : Wealth level – range/Properties | Banes available.

Improvised weapons: WL1 – 5ft/Forceful | Knockdown, Stunned.

Other items:
Maybe a few small items of note, little ot no wealth on them.

Each one is differnt, some will fight for you, some will fight against you.



Admittedly I got a bit lazy after work today and didnt find additional images to represent zombies or the civilians – but the artbreeder tool we used earlier this week could be a great way to quickly whip up some zombie or civilian portraits to use in your game. Or, if you are not re-selling your content, finding fantastic artwork on line is another way to make the session pop for your players.

With this we end the week. A semi-modern/sci-fi list of encounters. Any of the above could be used for a generic enocunter on the streets, alley way or in a shopping centre / mall – the choice is up to you. Don’t forget what ever you do, describe them as you see fit. Nothing quite stresses the importance of a fight like a great sales pitch.

The horde of zombies tearing at the doors to the bunker trying to get to the people you have sworn to protect beneath. Their rotting hands leaving wet chunks of decayed flesh on the cold steel of the reinforced door as they slowly beat and try and rip at the door to get to the people beneath.

Just don’t forget to make the fight feel worth while to the players, oh and don’t forget to roll with advantage!
The Brazen Wolfe

When you can, always take the high road

Thursday has come around Quickly this week.

This week I went way back to basics.. This was really triggered by finding a binder that I used many many years ago early in my DMing.

No fancy tools this week, hand drawn maps that could be tweaked for fantasy or sci-fi but easily usable for modern settings.


Timings Street

02ThMa1

Once a bustling street when it was first created the thriving merchant street in a retail distrit suffered several collapses to the road which saw the street and eventually section of the city blocked from traffic or use until it could be repaired.
That was many, many years ago now.

This may would be suitable for any adventure where you want the paty to search for items, people or a way around another obstacle. There are a few places to hide and more than one way through the street. There is also several places to be ambushed so party members beware.


The starting ‘zone’ for the party is on the left of the image, to the north and south (assuming they enter from the west) is a 15ft wide street that passes several long abandoned buildings. Some have unstable areas or areas that have fully collapsed to perhaps a lost mine, the cities sewer, or deeper.
There is one obvious way through, the street to the north (top of the page), but a less obvious way is down the stairs just south of this exit, along the rift on the right of the page.


There is a walkway down the south (bottom) of the map that can be accesed by jumping the 10ft railing or by taking the stairs to the north immediately as the party enter this area. This will however require the party to jump a 10ft rift, failure will be dire.

To the north of the road is a “food court” or a place where maybe merchants would set up their shops to display and sell their wares, complete with storage areas where some goods may still be present and useable. Maybe.


The Alley

02ThMa2

Yeah is pretty hard to have a good name for an Alley, so for this purpose its just any alley that you want to include in you game.

The alley is home to the forgotten, several fortified doors litter the sides of the street where crates and boxes covered in linen or Tarps. Thugs and the misfortunate have made makeshift dwellings in the forgotten roof spaces of buildings either side of the narrow walkway (10 ft) and the party are sure that the person they are looking for has entered into this area.. now just where did they go.

The easiest way is encountering a thief, bandit, pickpocket or hunting one out for a bounty (02MoSt1). Or when the party is on the run from someone or something.


There are a few hiding holes available for the player or their target, on the left is a locked door with stairs down into the underground passage ways – getting through that door wont be easy though. On the right of the entrance (bottom of the map) there is an unlocked door (4ft wide) that leads to a room with just a bed. I would imagine that it would hold a sleeping person who wouldn’t be fond of being woken up.


The crates in the middle are covered (and create a bit of a rain cover/shade cloth effect) by a tarp/linen but can be climbed. Once at this height the party should be able to jump to the tarp covered enclove to the right, where people could be hiding, or valueables may be hidden amongst some hidden boxes, barrels or crates.

On the left opposite this enclove is another place where the party could climb up, Each box I would make it between 3 and 4 feet tall so the party members have to climb on these boxes to get to where they want to go – the aim is to give them or who they are after options where they want to hide.

To the north behind a series of boxes covered by a tarp or shade cloth there is a hidden hole or door in the wall.. a perfect place for an stash of goods or someone avoiding the party that was chasing them.


I had a look at a few Isometric drawing programs today, all of which I was unfamiliar with, as I wanted to try something new that I could suggest for peoples toolbelt. I started to toy around with Inkscape but ran out of time (untimely windows update that locked up my PC for the day… )

The purpose of the two maps are to be able to fit into almost any encounter, adhoc or planned, for the party to experience. They can easily be tweaked in style, description or setting to fit any RPG theme; not just the gritty semi-future/modern hybrid world that inspired me today, so that they can be used for future encounters or adventures. Perhaps re-used again if the party wasnt equipt to take on whats down in the sewers or under-world that the maps have the opportunity for.

Sometimes the best way to convey and idea is to just get a mechanical pencil (or non-mechanical), some plain paper or grid/graph paper like I had in that long-forgotten folder and just put pencil to paper. Having a look, or remembering what maps, action or chase scenes from your favourite movie or show can help create a map that your party will enjoy just as much as you enjoyed thinking it up.

Dont forget to have fun with it, if you think something is cool on a map or mindscape then your players should too, and as always don’t forget to roll with advantage,
The Brazen Wolfe

What in the Zel…

Wednesday already – being at home sick (thankfully not COVID though, rolled a good con save there) and not working means that I have a lot of extra brain power these past few days so I am experimenting with new formats and templates for the different content I produce.

Today is Twist day – that isn’t to say that you need to have a twist in an adventure, just that they can add a little something to the session. Let’s have a look at what can go wrong in and around Zel.


Jeremiha Roost

Jeremiha (02TuSt2) is wanted for aggressive robbery and murder. He has been requested to be brought in dead or alive by the Zel City Watch (02MoSt2)… But what if all isn’t what it seems.

02WeJR1

Jeremiha is targeting shipments of supplies going outside the city of Zel. It turns out he is only stealing from the merchants who are sending out the limited supplies out of the city instead of helping the poor and starving.

The reported murder is where the father and son got into a heated arguement about handing the goods over – the son wanted to sell the goods to make more money for themselves but the father was happy to hand over the goods peacefully to Jeremiha. When the Father agreed the son pulled out a weapon and tried to kill the father, doing so just as Jeremihas blade separated the arm from the son. Applying a healing salve to the sons wound Jeremiha left after depositing a sum of money to the son so that he could ensure

If the party witness Jeremiha during a robbery/heist, and he is captured then this twist should be considered


Up to the players – Can hand him in or let him go and knowingly fail the quest. Hand him in and the goods will continue to be stolen and given back to the people


02WeJR2

Jeremiha is as bad as they come. He almost prefers people to put up a fight so he can inflict harm upon them – seemingly only feeling joy when he is on the hunt for new people to assault and rob.

However, he is not alone. The reason he has gone undetected for so long is because several of the watchmen and women are under his employ.

If Jeremiha is found several men/women of the watch appear at the same time and look to surround him and “back up” the players. But then they ambush the players.

Or

If the players request help from the guard then they turn on the players just after finding Jeremiha with the intent on killing them.


Players now have to try and fight off Jeremiha as well as the corrupt officials. Then they have to report this back to the head officer, Sam (02TuSt1)

Bonus twist(s)

Sam could have known that there was corruption in the watch and used this to get rid or reveal the traitors.

OR

Jeremiha was the corrupt previous captain of the watch and held a lot of power over her officers. Getting rid of him and some of those officers will solidify her position


Or you could just have him as a lone operator without a twist. The idea behind him is relatively flexible – not all bad guys need to have corrupted the system or have a deeper more ‘robin hood’ background story but these twists can enrich them further.


What lies behind the sheets

The idea for this twist is simple. What you are escorting is not all all what it seems. The caravan carrying refugees (02MoEs1) or the escort of goods from warehouse 1 to market (02MoEs2)

02WeEs1

The caravan that the refugees are in, led by one of the refugees who is a sort of nominated leader of the group, has gone through a long journey to the neighbouring settlement. Along the way however they changed course off the pre-plotted route to go down dangerous roads and it caused the party a few days of fighting.

The last few nights the party have also woken up to ambushes on the caravan which has caused the party a few restless nights of sleep.

The party arrive exhausted but safe at the settlement…

There is no particular trigger for this – either it happens or it doesn’t. I would think that this is the default adventure for this plot.


See 02WeEs3 or 02WeEs4


02WeEs2

What Brumblethatch didn’t tell the party is that the goods they are to escort are living specimens of a semi-hostile race.

The buyer is someone who plans to experiment on them so that they can better understand how they work and how to kill them.

Since they are hostile, relatively unknown creatures, despite it being a short distance the party members have to subdue the creatures as they try to escape their crate. For each creature not subdued (but slain) reduce the payout by 20%.

If you want to have the quest have more of a shock or moral delimma then introduce this twist.


Reduced income if the party kills any of the creatures. The party members have to decide if they want to hand over the things to be experimented on.


02WeEs3

Upon seeing the settlement walls a strange silence comes from the caravans holding the refugees. Approaching the walls of the settlement the guard of the settlement comes to greet the caravan and the escort.

Once within range of the Caravans the refugees burst out armoured and armed with a range of weapons. The refugees quickly overpower the guards at the settlement before rushing towards the gate separating the walls.

The party, exhausted, watches on as the first guards fall down injured, dead or dying as the self proclaimed leader apologises for their deceit and throws a bag or valuable goods towards the party member. Mentioning that this settlement invaded the settlement that they used to belong to and either killed or captured (into slavery) the people that didnt manage to escape.

Option for changing the storyline between the refugees quest..


The party has to decide whether to help the guards and fight the people they have travelled with for the past few days in their exhausted state.

Protecting the settlement may buy them an ally in the future and give more options of future missions and quests.


O2WeEs4

Some of the locals don’t like that the Party has brought more mouths to feed to the settlement and organise an ambush/attack on the party as they are resting that night.

Some of the refugees are killed in the attack.

If the refugees don’t attack the settlement then consider this the other side of the coin.


The refugees leave the settlement after the attackers are dealt with to take their chances in the wild instead of dealing with the settlement’s people who attacked them outright.


There are quite a few here, but really its 2 with different outcomes for the first. Either of these should be considered heavily if either of the parent plots are selected.


It’s a trap!

Suitable for any quest. It’s a trap is simple. Either the patron or a competing faction want what you have and have set you up. OR they are testing you see if you are truly worthy to be in their employ

02WeTrap1

As the party members are on the verge of completing their quest they are ambushed or stopped.

If you want to add danger, a sense of shock or to expand from a basic plot into something a bit more.


The party has to fight their way out to complete their quest/mission. Giving them more rewards (loot from the bodies of the fallen) or a bonus from their patron. Or if their patron is betraying them then it’s time for renegotiations of the contract to take place.


02WeTest1

Stealing the thingy, transporting the goods (that are actually not valuable or for sale at all) or apprehending the city watchmen disguised as a murderous thug are all ways that the patron is testing to see if they are suitable for a bigger task.

If you have ideas for a series of bigger quests revolving around a NPC or group then this could be a good way to start it off. A test that is disguised as a real mission/quest could lay the groundwork for future bigger or more dangerous work


Future work opens up and the party are trusted by the patron group further


Probably a good twist to open up a series of quests or “kick down the door” to bigger revelation or reward.


Hopefully the new layout helps in breaking up the twists we have at our disposal. Apart from the first two that focus around a specific NPC the other twists could be woven into any mission that it could be relevant to.

Twist it up

As with our Monday post, if you want to see a specific twist used in this week’s adventure lets see it below in a comment.

Don’t worry if it’s person specific or story specific as with all twists it shouldn’t be too hard to blend them together to throw in a curve ball. Like the idea of Jeremiha but want an escort quest – no worries, Jeremiha likes stealing stuff.

Like the idea of an escort gone wrong but want to be looking for something magical, Maybe the one goods that are on that convoy to be sold is particularly potent in magic.

So if you see one that you like, add in the tagline into a comment and we will add it to this week’s adventure – else, I will let the dice decide the twist for this week.

Twists, although fun, shouldn’t be over done. Some weeks it may be better to have no twists occur for the players and just let the plot and the players decisions speak for themselves. Not having a twist may keep the party on their toes more often than not.

Remember that the enjoyment of everyone in the session, Game Master, Player or even your observers is what is most important. If the rules or the structure of the adventure is getting in the way, scrap it or change it- move forward with what makes the party have the most enjoyment.

That’s it for today, and as always don’t forget to roll with advantage,
The Brazen Wolfe

Oh to Zel with you…

Today we are looking at the people of Zel – perhaps friends, employers or marks in the city for the party to meet.

Today’s tool is Artbreeder – a seemingly infinite source of character portraits if you have the patience in splicing images (automatically mind you) to get something that looks just right for the vision you have for that Non-player character.


Zel and it’s community.

James Sutherman

02TuStLe1

James is the relatively successful owner of James’s emporium – a place where you can find just about everything that you could need.

He is relatively quick to temper; his son Tim, seems to weather the brunt of it but he is also known to be generous and kind and is frequently seen giving hand-outs to those in need.


Tim Sutherman

0TuStLe2

Tim is a well liked member of the community. Much like his father, James Sutherman, he is well known for being kind and is first on the scene to helping out those in his community.

He has a keen knack for business, and those in the community know it’s him who keeps James’s Emporium running.


Madeline Yoke

02TuEs1

Madi runs the local Refuge shelter giving people food, a place to stay; albeit temporarily, and organising them safe transportation if required out of Zel city.

She is known to be compassionate but ruthless, often never seen without a weapon on her. She is quick to judge but equally as quick to offer aid to those in need.


Jeremiha Roost

02TuSt2

Jeremiha Roost has a bad track record. Known to show up at the right moment at the right time to intercept the good people of Zel.

Known to use violence to get what he wants, generally the cargo of those who he finds, he is as ruthless as he is cunning. Having out-foxed the local authorities he continues on his crime spree – his last heist of cargo left a merchant dead and his son missing an arm.


Kaitlyn ‘Lyn’

02TuFe1

Lyn is the assistant, and well, really the face for the mysterious ‘X’.

Not much is known about Lyn’s past only that she has made a name for herself in Zel and that ‘X’ favours her above the rest of her assistants.


Brumblethatch Ispich

02TuEs2

Brumblethatch Ispich, who insists on not having a nickname, is an eccentric provider of goods across Zel City.

He is known to be the first to source and sell the next big thing on the scene.

Whether it’s lizard-skin pants or new weaponry; that may or may not be safe, Brumblethatch is there selling it until it starts to really kick off. By that time he has moved onto the next big thing. Whether that is advisable or not he changes his produce seemingly at a whim


Samantha Higayle

02TuSt1

Samantha ‘Sam’ Higayle is known to be a strong woman. That is to say that she has risen through the Zel city watch to be the captain of the watch through not only her force of personality, knack for thwarting incursions and attacks on the city but also for her strength of arm.

During her first mission, the escort that she was a part of came under attack and the caravan was flipped onto its side during the attack. As the attackers assailed her allies she singlehandedly flipped the caravan back onto it’s wheels. Then to buy her fellow watchmen time to escape she charged the front lines and separated the leaders head from its shoulders.


Jasmina Koy

02TuJAS

‘Jas’ is quick on her feet, good at talking and seems to know everyone, well almost everyone.

Relatively new to the city of Zel, she seeks out new people to the city and offers them information in exchange for money…

The right amount of money will buy just about anything in Zel and Jas seems to know where to go for just about everything.


Theo Rosenhut

02TuTHEO

Theo seems to always get into trouble. Known for his extraordinary bad luck. Some believe he was touched by infernal magic when he was younger and that bad luck is drawn towards him.

Theo doesn’t seem to mind, he believes that anyone can overcome their luck if they just try hard enough. This mindset has seen Theo, and the residents of Zel city get into trouble more often than not.


Felicity Carsmile

02TuFELI

Feli is the ‘owner’ of the local Inn. Usually strapped for money she generally exchanges rooms for the night for a favour (that will generally pay off in her favour in the long run).

Usually in debt, she seems to always be one or two months behind in payment which she pushes through with a smile and grit.


Thanks for joining me today to look at some of the NPCs that I created this week – I honesty got a bit carried away in using Artbreeder – it is too easy to try and find just the right blend of a character before a “child” of that character inspires ideas of a new NPC.

You may have noticed that this week I also included “02TuXX” tagged NPCs – this is really to emphasise that they are not tied to any one plot, map or encounter but can be used to just add life to the village, town or city. Anywhere really as I tried to keep most of them as generic as possible (except for a few of the plot/quest/mission driven ones.

Come back tomorrow for Twists, what will we think up for this week’s adventure that may cause the players a shocking moment of revelation, or push the story forward in a new or previously unseen way.

Stay safe, be kind to your players and…

Don’t forget to roll with Advantage
The Brazen Wolfe

Never a dull moment in Zel

Monday already. Time seems to be flying by. I guess that can’t be helped when the State (most of country) is in lockdown due to the pandemic. But enough on that.

This week I want to move across to one of the other TTRPGS that I love to play in as well as run. OpenLegend. Open legends is a free RPG system that has limitless customisation opportunities for those who want to play in its system. Creating a character, admittedly, does take some time but thats what happens if you customise you characters to this level of detail. I will explore this at the end of the week and maybe do a special serioes of posts for this week


Job-board

Thieves

02MoStLe1

The mission is simple: find out what’s stealing from my shop and I will reward you. You want more information come seek me out at James’s Emporium

James

Caravan Guard

02MoEs1

Guard detachment wanted, transporting refugees to Jellfort. Seek out Madeline at Saint Joane’s Refuge for more information and to see if you are suitable for this mission.

Madi

Magic

02MoFe1

I have heard rumours of a source of magic that has surfaced at a nearby settlement. I need it.

Please locate and speak to my assistant Kaitlyn to get more information and to prove your suitability for the task ahead.

X

Courier

02MoEs2

Seeking an enthusiastic party to transport livestock from my warehouse to a buyer across the city.

Brumblethatch Ispich

Bounty

02MoSt1

Jeremiha Roost is wanted on the charges of murder, bring him back dead or alive to the local authorities to collet your reward.

Zel city Watch


Whats next…?

Let’s experiment this week onwards… If you like a particular quest above the others that are listed above leave a comment referring to the 02MoXxXx# (example 02MoEs2).

The quest with the most comments will be the one selected for this weeks adventure – if there is a tie.. I will let the dice decide the winnner.


Tried a different approach with this week’s Monday plot writeup.

The aim for this week is to have setting-neutral content that will work in any TTRPG that you play as well as modern, futuristic or Fantays settings.

I will have a larger writeup (or several) on OpenlegendRpg during the week as it truly is a RPG that I wish I played more of and I believe it deserves to get more attention.

Watch out in the coming days for the follow on pieces from today’s content, and as always.

Dont forget to roll with Advantage,
The Brazen Wolfe

The Light of Mant Forest

End of Week adventure

Happy weekend all, will keep today’s writeup brief as I have already done a lot of the pre-work.

The process – I covered this yesterday in my writeup that can be found here

The Plot

01MoLe


The party have found their way to the town of Mantford after an uneventful journey through the Granitepeak mountains to the north of the town, a sponsored caravan for their current patron.

Upon arriving in the small city the party head towards the local in <name> to wait for their patron to arrive. After a few days of waiting the party were approached by the caravan driver, who had been requested to wait around, that their patron had failed to hold up their end of the bargain and had not showed up. This left the party in debt to the caravan driver for a tidy sum of 40 gold pieces.

After paying the caravan driver what they could afford (if the party has less than 40gp combined then take what is fair.. They can try and deceive/slight of hand money if they want to) as the driver had some pretty large and intimidating henchmen, the party were left in the town of Mantford, now 40gp down.

The party decided to investigate the town around them and to look for work as their previous patron had apparently organised work for them in this town.

Upon walking around and making some enquiries they were soon pointed to a building at the end of the square.

Decorative boxes that once had flowers have been taken over by weeds, the windows of the shop appear to have a thick black paint painted on the inside of the expensive glass. A weathered sign reveals the words “Dryns Parlor”.

Inside the building the party are greeted by lamplight keeping the darkness at bay, a dwarf woman can be seen sitting at a wooden table studying a book. Approaching the woman the party notice that blackened windows have a glowing script almost floating across it, arcane sigils float across the inky paint, almost ilnlegible in parts.


Arcana roll: DC 13 to reveal that the script appears to be looking at healing magic – it’s a list of ingredients, almost all of it foreign but the “Milk” is written in dwarvish over and over again.


If anyone can read dwarven they can also note the word “Milk” written repeatedly, circled several times as well amongst the arcane script.

People

01TuLe


Bardryn “Dryn” Silverstone

Dryn

The Alchemist known as Bardryn, or Dryn to most, is a cheerful yet eccentric alchemist from Silvestone Clan. 

Her long double braids are rarely without soot or burn marks in them. She never goes a week without changing the colour of her hair through one of her alchemical concoctions 

Dryn recently became more erratic since a parcel arrived from her father which contained her uncleโ€™s large leather bound tome of alchemical research. 

Her once good name and profitable business, that seemed to revolve around her potions that could change the colour of ones hair, has fallen into ill repute as she started to put more time and effort into researching her uncleโ€™s book rather than focusing on her business.

Once the party talks to Dryn and she realises that they are the adventurers that the “patrol” organised to help her she excitedly reveals that she has uncovered in her uncle’s book a creature in the nearby woods whose milk could cause a man to live forever. Leaving the shop the party are stopped by passers by who reveal that they (three nobel born women) used to be customers of Dryn and her potions that changed their hair color – They claim that, although brilliant, she is acting erratic and that a lot of the villagers, Definitely not them.. (although an insight check of DC10 would prove that it is them…) have been overheard saying sheโ€™s gone mad.

Twists

01WeBe


During the night, if the party don’t set off straight away, the party are approached by a local halfling merchant, Gil Tenpenny, who offers to buy them drinks if they can tell him some tales – he comes across as a merchant who dreams of greater things.

People

01TuFeSt


Gilbert Tenpenny

Gil explains to the party, after they have started drinking, that he is a businessman who is short on luck – he goes through a few of his most recent unfortunate events including how his business burnt down recently. He asks with (Faked) awe what brings the party to Mantford and seems genuinely interested in them

After Gil fills them with alcohol and food he bids them good night, appearing drunk he stumbles out the door to a chorus of laughter at the halflings expense.

Later that night, once the party returns to their large shared room there is only one room and its quite large…

The party wake up in the middle of the night to find the door to the inn open slightly, swinging lightly in a breeze they didnโ€™t realise was blowing. They could have sworn that they closed and locked it last night but their new patron, the man who offered them a job, had insisted on buying them ale and wine and lots of it so they could be mistaken.
The flash of moonlight on steel sends the party scurrying out of bed as they watch the window fly open and the shadow of a humanoid jumps out.
A metallic clang resonates through the enclosed room as the party hurriedly produces some light.ย 
On the ground in front of the window is a golden crown and a hastily scrawled note on strange parchment.

โ€œBy my thinking you stole the princesses crown, and I reckon the guard will be beating down the door any moment to drag you before the king to be hanged.โ€, At this moment the party can hear shouting from down stairs as a mailed gauntlet bangs demandingly on the inns door, โ€œMeet my associate by the northern gate before dawn and do as he says or else I will make sure the kingโ€™s men find you.. oh and I wouldnโ€™t leave the crown lying around to prove your guiltโ€ฆโ€ At that the parchment bursts into flames and not a trace is left behind.
The party, in this scenario, are blackmailed/betrayed into completing their quest for another agent. The associate at the gate tells them to instead complete the quest for another party, or for example instead of protecting something, they deliberately let their guard down, and so the game changes for the players.
What they do, and for whom they complete the job for is up to them but donโ€™t forget about consequences.

Encounter

01FrEsFeLe


This Encounter is an escape encounter โ€“ they can either face the guardsmen and have their gear confiscated before appearing to the king to plead their case or they can try and escape. This becomes a series of stealth rolls and decisions (DM to judge) in order for them to get to the gates.
The gates are not that far from where the party is staying, however there are guardsmen patrolling the streets, at least 2 encounters unless the alarm is raised (the party are seen skulking about, fail a stealth check or blow their cover.. DMs choice) then double the number you have. The party should be encouraged to do whatever they want to escape (violence will have its consequences though) and the aim is to let them escape to meet the accomplice at the gates.

If they do escape then they meet with the accomplice.. Who is an illusion made of shadow. any attacks will pass through the illusion and the creator of the illusion (Gil Tenpenny) would up the ante by offering them an ultimatum. โ€œSteal the kingโ€™s mace for me or I will make you payโ€

He will also send his henchmen to attack the party in the forest (See next encounter โ€“ 01FrST)

Places

The first notable place is Mantford (see the ‘Mantford map’ here) – This is a good way to get your bearings. The next places are really places of note for encounters.


Road to Mant

Bandits! (01FrEsFeLe)

In this encounter I would suggest having a read of the setup and plots here.


Surprise encounter

01WkSup

For this encounter let’s look at a new statblock.

As the party venture into the forest, after fighting off the ambush from the bandits, they soon encounter a series of rocks in the middle of the path that glistens with a coating of slime.

A successful investigation check of D12 will reveal that the rocks are slugs – they will then rear up and attack the nearest party member.

The party (4 level 1s assumed) will then have to fight 2 of these slugs. If the Party attempts to move around the rocks the slugs attack and will get a surprise round on the party.


Yooligo River

01FrEsFeSTLe

See maps. If the party goes near the river at night – play the Yooligo worm (01FrEsFeSTLe) encounter out. If the Party are wandering around during the day they may encounter Ilya the witch (roll a % dice (2d10 and have one be the 10s column and one be the 1s column. 10+10 = 100, 10 + 1 = 1)) – if 80+ then they meet the witch Ilya.

When they discover the source of the worm milk (01WePt), if they have a vial they can try and take some of the milk-imbued-water back (and this will trigger the worm fight – they can also bring the worms corpses back if they want but they will attract another 2 black slugs on their way out.

Conclusion

The party upon successful return with their findings, sample or not, will have 20 gp provided to them, 3 potions that will change their hair colour to one of choice, and they will also receive a map from Dryns uncles book that speak of a stone in the nearby mines that reportedly will cure lycanthrope with but a touch.

End of Week 1

“Weekend” – what a week, in reflection there could be a couple sessions of adventures created out of the content created this week. If you want to you can take all the plot hooks (quests) and adjust them slightly. Looking at the map I created there is a little village south(?) of the town of Manford which could be the house of the person making the potions that Gil wants you to retrieve. Or make it another merchant – there should be flexibility in any adventure as to give players creative freedom to explore their creative side and bring life into their characters.

Just some end of week musings.


Todays a “day off”, well apart from coming up with an adventure from the content worked on this week, it’s still something that I don’t really have something planned to upload today.

So today I will be looking through the things I used, all of which I’m not affiliated with… yet.. (a man can dream though hey?), and I will provide links where possible to what was used so you can experiment as you please.

I also want to talk about the process in future weeks for the weekend creation process and how the readers of this blog can get involved.

Tools used


Before we have a look at them in order I want to give a list of the tools I used.

Monday, plot inspiration.

Not really tools but it’s a “process” that has served me well for a number of years.

This week the concepts for the plots came from an photo I took of a ‘local’ rainforest – about 2 hours drive from where I live. It’s beautiful, wet, abundant in wildlife and houses some amazing animals – one of which (well two – but that’s a surprise for the adventure) is the inspiration for the Yooligo Worm. I find that real world places, things seen, experiences, err… experienced and heard can help solidify what the adventure is about and bring it from “high fantasy” into “plausible” adventures.

The forest and healing spring were inspired from the forest as well – a natural waterfall with steep embankments that house glowworms (Yooligo worms) was what triggered this week’s inspiration.

Other inspirations for campaigns or adventures comes from music, books, tabletop games (for example warhammer – age of sigmar) or aspects of cinema

Tuesdsay, NPCs

Who

Leading from the plot the NPCs were easy to think of.

  • Who would live in the woods?
  • Who would want to go to the woods?
    • Why would they want to go to the woods?
    • What stops them from going themselves?

Once that was established it was easy enough to go through imagining the reasons of the NPCs approaching the party.

In Xanathar’s guide to everything (DnD product) there is a handy NPC name list… My players will confirm that coming up with names on the fly is.. not my strength.. so having a list is great.

Images.

Hero forge. Yup, creating a 3d miniature and then taking a screenshot when happy with the pose , weapon etc is easy enough. They offer a premium service for what I have done, but I’m not super bad with the next tool I used.

Gimp. Using Gimp was pretty easy. I will have a future walkthrough on the process but through multiple layers to get the desired background effect, and desired effect onto the created NPC portrait is great. The other thing that hero forge could do for us is give a top down view to make tokens.. perhaps I will consider this for a future project.

Wednesday – Twists

Twists didn’t really use any tools this time around. D&D Beyond was used for the stat blocks and thinking of how to implement them for a D&D adventure but otherwise I thought of what could be exciting character revelations or changes that could enrich the experience for the players. For that is why I do what I do. To give the players a fun and memorable experience.

Thursday – Maps

Map night, maps I used 1 program and hand drew some concepts on post-its (I will show my board later.. ) but primarily I used just one tool

Inkarnate – I find this was great. Easy to use and intuitive. I only had access to the free version (will experiment with other map making tools in the future to find one that I really love) but this one was good. You can also sign in and store your maps (and link them) so that you can download them later, or someone else can

Friday – Fightnight

Fight night I used a few tools or information sources.

Imagery

Gimp – plain, simple and free! Gimp. Tracing images found under creative commons (creative commons) and then blending colour using a few tools and the pipet tool made this a… long but enjoyable? process. I probably used 4 images, the paintbrush, airbrush, pipet and clone/heal tool in gimp as well as a few renders.

Info

Kobold fight club – I use this tool quite a lot to balance out encounters and calculate adjusted XP if I use XP in that campaign.

D&D Beyond – If you have access to the digital content, like I do, there is a lot on here for which is (dare I say it..?) essential to running games.

Weekend – bringing it together

I normally do all of this in my mind – but for the sake of blogging and creating a content rich week here is my attempt at sorting out my brain.

A “quick” fix for my ancient white board (the rulers are magnetised and I don’t trust anything but post-it notes for the moment on the white board.. as I spent an hour cleaning the last group of separating tape from it.

From the above you can I have tried to colour coordinate my whiteboard and days so I can visualise what the process is in my head. Generally I do this.. on the fly / automatically but it’s been a great process in actually sitting down and forcing myself to map it out piece by piece.

I take the best bits from the week and move them over to the weekend tile, leftover red 120gsm paper from a previous craft project, and tada! my adventure.. right there and easy to see.


Let’s address the elephant in the room.. the colour palette.

I live in Australia and simply couldn’t go buy the post-it’s I wanted to use for this process as we are in lockdown due to COVID outbreaks and our post service is in such high load at the moment they have actually announced massive delays on shipments. So for now these are the colour post-its I have and I wanted to match the info blocks (without the color offending peoples eyes and causing mass blindness) to have traceability from whiteboard to blog posts.

Moving ahead

Process in the future.

What I want to have from blogging multiple options, maps, encounters, twists etc. is I want to move towards the community actually getting involved and voting/nominating what their favourite bits are during the week and for me to either use those favourite bits in creating the end result for the adventure.

I think to get this to work the adventure created from the content produced during the week there would be 1 week delay between the individual posts and the end product. This week, being the first week, will be an exception as we are just getting started here.

Thanks for joining me on this ‘special’ weekend post. Hopefully the above helps you to create your own adventures in the future, or help write that next short story / novel / whatever your creative outlet is.

Oh, and don’t forget to roll with advantage!
The Brazen Wolfe

Out of the mud appeared…

Welcome to Fight night! I mean Friday.. After a day of non-stop rain and thunderstorms I think it’s only fitting that I put in some encounters, including a home-brew creature, that the party could encounter.

Before we kick off into the below, let’s make some assumptions. This isn’t an overly difficult adventure, I anticipate party members of level 1 or 2 (max) and around 4 of them. So the encounters will be balanced for around that.


Battle planned along Yoolingo Forest, if the party is present at night then this encounter should be triggered.

01FrEsStFeLE

Considering the amount of rain outside I don’t see it as being too far fetched to create something (with my mediocre skills with GIMP) that we could use for an encounter. The idea is that these things fight in swarms, they burrow under the ground until they don’t… at which point one will appear (stealthily as possible for a glowing worm) and try to hypnotise the first creature they find. Then all worms will attack that creature after they surround it.

To balance these guys out lets go with 5 works for 4 level 1 characters – they live on (in) the river bank itself* and the ground on this edge is slippery and treacherous. Count the ground as difficult terrain to move through and if people try and run / move at normal speed they must make a dex save of DC13 or fall prone at which point the worms will surround them and try and have a free feed.

*see maps from yesterday


The second encounter to be considered is an encounter with the king. This is a social Encounter (but they can fight him if they want to.. but I would look for the stat block for a knight and assume that the villagers would assist their king in the fight.

01FrEs

The king would recognise the party adventurers and invite them to walk with him back to the keep. He would explain the concern he has for his daughter, which is genuine, and that he has uncovered some lore that appears to suggest that there is a healing spring in the forest of Mant. He would try and convince them with a small sum of gold (50gp each) as he believes that the kingdom’s wealth be best spent in supporting and providing for its people. A successful persuasion roll (dc 12) would double the gold. If they do accept the quest he would also offer them a favour in return, one that doesn’t impede the safety of his city and its people and it must be within his power to do so.


If the Party accepts a quest (not the stop quest – for good reason) from one of the 4 ‘actors’ (see plots) and then they decide to stay a night in the inn – Play the betrayal/Blackmail twist (here).

01FrEsFeLe

This Encounter is a escape encounter – they can either face the guardsmen and have their gear confiscated before appearing to the king to plead their case or they can try and escape. This becomes a series of stealth rolls and decisions (DM to jnudge) in order for them to get to the gates.
The gates are not that far from where the party is staying, however there are guardsmen patrolling the streets, at least 2 encounters unless the alarm is raised (the party are seen skulking about, fail a stealth check or blow their cover.. DMs choice) then double the number you have. The party should be encouraged to do whatever they want to escape (violence will have its consequences though) and the aim is to let them escape to meet the accomplice at the gates.

If they do escape then they meet with the accomplice.. Who is an illusion made of shadow. any attacks will pass through the illusion and the creator of the illusion (Gil Tenpenny) would up the ante by offering them an ultimatum. “Steal the king’s mace for me or I will make you pay”

He will also send his henchmen to attack the party in the forest (See next encounter – 01FrST)


Bandits in the forest

01FrSt (see 01FrEsFeLe)

Gil Tenpenny has sent his men to go and capture the creature in the forest (see plot) or to interfere with the party’s goal. This can occur at the river map or the witches hut (your choice) but an ambush along a road may be better, this may not require a map but I’d recommend the below for each option.

River


The bandits would either be at the campsite (or if the party is at the campsite they would ambush at dusk/dawn).

2 bandits would be armed with short bows

2 bandits armed with short swords

1 bandit will be armed with a spear and a net

The 3 melee bandits would focus on attacking the front party members, using a net to entangle the party member who poses the most threat whilst the ranged bandits would try and hit anyone who displays magic, or, is also ranged.

Hut


The bandits would wait until the party had entered the hut before blocking the door and throwing torches against the hut, catching it on fire. The party needs to make a DC12 strength check to push down the door or they can jump out the windows which requires an acrobatic check to not fall prone and injure themselves for 1d4 damage.

The bandits will attack the first person out of the hut, 4 will be melee armed with torches and a club and one will be armed with a heavy crossbow taking shots at whoever is engaged with its allies.

Road


The bandits would wait for the party member to appear before one of them would fall onto the road covered in blood (animal blood).

When/if the party comes to investigate she will fake her injuries and point the party off road to nearby trees asking them to go save her son. Once over by the trees the bandits will spring their trap.

2 rope traps are on the ground,

Dc12 investigation roll to spot. That creature must succeed on a Dexterity saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained.

The Rope has 2 hp and can be cut with a slashing weapon (AC10). Or a DC17 strength check will break it. Once the party members are trapped they will intimidate the party to try and get them to surrender by putting their weapons down. They do not intend to let them go peacefully (Insight check dc10). When they attack, 3 have short swords and 2 have short bows.

For the River or hut encounter see here (Welcome to Mantford)


Thanks for joining me for fight-night – I had a lot of fun looking at these encounters and coming up with some ideas. Join me again during the weekend (Saturday or Sunday… not sure yet) to have a look at the full adventure.

If you do like something from today’s post please feel free to leave a comment

And don’t forget to roll with advantage
The Brazen Wolfe

Welcome to Mantford

Creative Commons credit: Medieval Fantasy City by David Revoy

Thursday – Map day. A overview of the land around the town of Mantford as well as a few maps that could be used for encounters (if you use maps for encounters). These are merely suggestions that align (mostly) to the plot, key twist locations (maybe) that have been explored already and to tie in with encounters.


The town of Mantford

The town of Manford is really a small settlement situated a short ride from the forest of the same namesake, Mant. The people of the town are a close knit but energetic bunch of farmers and merchants of varying trade where the merchants drive the main prosperity of the town, much to some of the farmers’ chagrin

(Suggested) description of the city.

The town of Mantford is a welcome sight for those who have travelled along the roads near and through the forest of Mant. Itโ€™s high walls, friendly citizens and generous king are well known almost as much as the goods it sells at the market that dominates the space within the walls. The walls are well repaired but speak of terrible battles that were once fought, patches of earth appear to have become rancid and regular visitors note that these barren fields have never seen growth in the many years that they have visited. The king walks through the town itself and sees to the needs of his people personally, as such he is much loved and rarely walks with guard โ€“ but none would dare face off against Drake Gravebane, slayer of the black dragon.

– Places travelled near and far – A guide to travelling; The travelling bard
The Lands around Mantford – self created in Inkarnate

Yooligo river in Mant forest

Note: Yooligo river โ€“ The idea with this image is that it can be used during a few of the plots, or twists, that we have thought of already.

Suggested description.

The last of the day’s light drifts lazily through the canopy of trees creating shifting shadows that dance across the grass and bushes around you. Whilst far enough from the rivers edge to not be bombarded by the offensive smell, the infrequent breeze still sends wafts of the aroma through the camp. The beasts of this forest are all very different from what you have encountered before, mostly their size appears to be between one and three times that of what you have encountered elsewhere. There truly is something magical about this forest that you canโ€™t quite put your finger on. Nightfall will be here soon and a faint glow resonates from the waters edge across the clearing where you are camping. Strange, the forest is truly a peaceful and remarkable place but in scouting the area you found several humanoid skeletons by the waters edge. Never the matter – I will ponder this more after I check for the source of the light by the river.

– The last excerpt found in the journal of Reginald Hufflepants, โ€˜adventurer extraordinaireโ€™.
Map of a camp on the banks on the edge of the river Yooligo – self created in Inkarnate.

‘Witches’ hut

A hut in the woods…. What else were you expecting?

Suggested Description

The uneven path, if you can even call it that, leads further into the woods. Gods I hope that I find this blasted house that drunk was rambling about so I can get out of this forest. Ah there it is nestled amongst the trees.. Wait, did that one move, it’s so hard to tell with that cursed glow from the waters edge. Bah youโ€™re being daft Jet, just get in, steal the magic potions, or herbs, or whatever that drunk said, and get out. Selling them to the people of Mantford will make you a rich man. Ah, thereโ€™s the hut, I knew stealing the map from that cursed merchant would pay off – he practically let me have it with how he kept it hanging out of his pocket! What an idiot.  Itโ€™s relatively well looked after, that’s a surprise, the steps arenโ€™t rotted, there is smoke coming from the chimney, best scope it out before going inside. Ah, this window is filthy though. Yup that does the trick, a quick bit of elbow grease and I can see again. Crap, there is someone in.. oh never mind.. Trick of the hearth light.. Oh look – on the table. Potions and herbs and glowing.. Rocks? What ever it is Iโ€™m Rich!
Wait.. I swear I heard something that time.. Was that bush alway… No, No Iโ€™m sorry. I wonโ€™t come back! Dont hurt me!

– Last thoughts of Jet, the retriever of things.. for the right price.
A map of the witches hut in the Mant forest near the Yooligo river – self created in Inkarnate

Thanks for exploring some maps with me tonight.

Maps are not essential, I almost prefer to not use them and rely on descriptions to give the players a view of the surroundings. Maps however can increase the players, and our own – the DMs, immersion into the session and gives us a great excuse to use miniatures!

The only map that wasn’t included, which is sometimes the only map you need, is a roughly drawn road with trees/rocks/grass or sometimes nothing by the sides of it. Encounters, social or combative, happen randomly at times and its useful to have a map for just that situation.

These are just suggestions – feel free to create clones of the maps through inkarnate and modify them to suite your adventure – I found using incarnate a great tool for just getting the scene, or words, into a picture that you can give to your players.

Oh, and don’t forget to roll with advantage!
The Brazen Wolfe

A fork in the trail…

Wednesday night – that means its time to look at twists, turns and surprises for the party.


01WeBe

The party wake up after their rest to find the door to the inn open slightly, swinging lightly in a breeze they didn’t realise was blowing. They could have sworn that they closed and locked it last night but their new patron, the man who offered them a job, had insisted on buying them ale and wine and lots of it so they could be mistaken.
The flash of moonlight on steel sends the party scurrying out of bed as they watch the window fly open and the shadow of a humanoid jumps out.
A metallic clang resonates through the enclosed room as the party hurriedly produces some light. 
On the ground in front of the window is a golden crown and a hastily scrawled note on strange parchment.

“By my thinking you stole the princesses crown, and I reckon the guard will be beating down the door any moment to drag you before the king to be hanged.”, At this moment the party can hear shouting from down stairs as a mailed gauntlet bangs demandingly on the inns door, “Meet my associate by the northern gate before dawn and do as he says or else I will make sure the king’s men find you.. oh and I wouldn’t leave the crown lying around to prove your guilt…” At that the parchment bursts into flames and not a trace is left behind.
The party, in this scenario, are blackmailed/betrayed into completing their quest for another agent. The associate at the gate tells them to instead complete the quest for another party, or for example instead of protecting something, they deliberately let their guard down, and so the game changes for the players. What they do, and for whom they complete the job for is up to them but don’t forget about consequences.


01WeDi

The party are on the verge of completing their quest whereupon nearing that final hurdle or last stretch something changes drastically.
The party has braved the dangers of Mant forest for a few days now with no sign of the healing spring. The map that the king gave to them indicates that they should be at it by now, or does that symbol mean danger. The longer they look at the map the more confused they become. Suddenly the party member taking lead through the forest indicates that they see something. Rushing ahead the princess leaves the safety of the pack and run, literally, into a tall slender hooded figure dressed in black silk and carrying a gnarled spiked staff.

“I was beginning to wonder when your father would send you to me, are the headaches getting worse Lirabeth?” 

The tall woman asks the princess, seemingly ignoring the group that has traveled with the princess these past days.
Nearly towering above the tallest of party members the woman appears to stand talker as she begins gesturing with her hands in shaky motions and making clicks and humming noises before the tall woman turns away from the group.

“Follow me, and stay on the path. The creatures of the first don’t trust man unless in my company. Come now” she commands as she stalks off through the forest. The party starts to become acutely aware of at least three very tall and broad creatures watching them from just off the path, drool dripping from their fanged maws”


01WePt

As the party approaches the banks of the Yooligo river a tangy, meaty aroma wafts steadily from the water’s surface. The river itself appears to have cut itself into the land as steep muddy embankments flank either side of its swift waters. 
As the last of the day’s light dims, the party begins to notice a shift in the muddy walls. Glowing worm like creatures emerge from the banks of the river, their long bodies, roughly the width of a man’s arm, twitch in the cooling night air and long strands of a milky substance drip from their skin.
As the milky goo hits the river’s surface the river itself seems to glow. With every heartbeat from the players the forest comes alive with noise and luminescent light. 

โ€œFascinating creatures are they not?โ€ the witch asks from a nearby tree, watching the party as much as she watches the worms, โ€œamazing predators too. Creatures are drawn to the waters in which their rich milk flows into and the creatures who drink find themselves healthy and strong. In return the worms pick one that drinks from the water and devour it – letting the offerings juices flow into the mud and water. Hence the smell.โ€ The witch turns from the party and watches as a large deer begins to sip from the waters edge. A large glowing worm raises its head from the mud and sways in a dance-like motion in front of the deers eyes. The deer ceases to drink from the enriched waters as more worms rise up from the river banks and start to plunge their mouths into the deer, the dancing worm quickly follows suit biting the deer upon its head with the audible crunch of bone and flesh resonating from the worms and their meal. 

โ€œThe waters should be safe now that the worms are feeding, but they are known to take more than one when the mood takes themโ€ the witch gives a final piece of advice before she walks onwards, talking to other animals that have appeared from the forest to come and drink deep from the magical waters. 
The party, in awe or horror (it’s too early to tell for now), decide they have seen enough and head off back to their camp in a nearby clearing.


Thanks for joining me today to look at a few possible twists for this week. One of them could be used across all plots, and 2 of them are quite specific to plots that we investigated on Monday.

Join me tomorrow to look at maps and, hopefully, I will have some maps to upload as potential areas of encounters, places of note, or a general lay of the land to get your and your players bearings.

Hopefully one of the above ‘twists’ can spice up your game and if you do use one please let me know how it goes.

…Oh and one more thing, don’t forget to roll with advantage!
The Brazen Wolfe