Soulbound – Warhammer Age of Sigmar TTRPG

Hi all and welcome to a Saturday writeup where it was triggered by a message coming through this morning. Like most Saturday mornings I was greeted by the bombardment of notifications informing me that thee was another post in the Warhammer group that I am a member of and I was greeted by a welcome surprise.

Soulbound – the TTRPG that was released by Cubical7 in conjunction with games workshop had a humblebundle where you could get 24 books, yup, 24 books for the TTRPG for the the low price of around $25au. Now my love for TTRPGs as well as my love for Warhammer merged into one low priced bundle that supports charity – how can I say no?

To be truthful I had been looking at soulbound for some time now, not that I have grown out of love with Dungeons & Dragons or OpenLegendRPG but as a way that I can explore another format, another set of rules and broaden my understanding of what’s out there while I try and work out the best system for me when I try to create a RPG system of my own – but more on that another time when I hopefully have it more fleshed out.

So the long and short of Soulbound is really you take command of a hero from one of the forces of order, death or destruction and you take your character and fight your way through Goblins, Orruks (Orcs), zombies, ghouls, Skaven (my favourite little critters) and a whole bunch of other chaos warped things to sink and axe, hammer or arrow into.

Your hero will have a set of Skills, Attributes and talents that generate more dice for the pools which you can use to achieve actions by meeting a difficulty number (DN) and generating the required number of successes based on the requirement the GM put on the check.

In Dungeons & Dragons and many other d20 systems you have a few dice, modifiers or items that enable you to meet and beet a Difficulty Class (DC) which determines the success or fail of the action. With Soulbound you have a pool of dice that you would roll to try and beat the difficulty number with each dice. So each dice you roll has the potential to cause you to succeed and what’s more – its only a d6 (not a d20) so if you needed to roll a 4 (DN4:1) and the check, to jump a fence or barricade for example, required you roll succeed only once. Then if you roll a 3 dice on average you should be fine. This style of mechanics means the more dice you roll the more likely you are to succeed and I do have a fondness for rolling lots of dice.

Now I have only spent a hour or so skimming over the character creation guide (from the core rulebook) but the concept is looking at adding your base ability (Body- Physical prowess, Mind-mental aptitude, and Soul-Spiritual presence.. I guess) to the skills you are trained in to establish what your Melee, Accuracy (Ranged) and Defence rating is from Poor to Exceptional. The higher number your skills and attributes the higher quality your rating is and the higher rung in “The ladder” you are in.

This Ladder is used primarily to determine the difference in quality between the attackers skill and the defenders defence. This determines the Difficulty number on the attack roll to deal damage to try and defeat your opponent. This is a bit complex but once the maths is over then the system is quite.. simple from what it looks like.

I will look at this a bit more over the coming week and hopefully I may try and have a Soulbound Saturday where I post some Soulbound content where I play the game with my fellow warhammer players – well that’s the idea.

While the bundle is cheap on Humble-bundle I would suggest going to have a look at it and see if its something for you. Saving (I think) a bit over 90% of the total cost of the books that are in the bundle for this amount of content is pretty incredible.

Don’t forget tomorrow is the final writeup for the week where we take the party into the temple and confront a bunch of snakes, and their abyssal lord.

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

Ophidian Island

Hi all and welcome to the end of the week writeup and, the last week of content before I produce the end of month adventure that looks at the last 4 weeks (yup. 4!)

This week we saw our party have to make an emergency stop on a lost island after their ship, the Red Fleets Dancing Drake was attacked by pirates. However unknown to them this island was home to a powerful creature who had claimed the vacant, fertile land as its hunting ground and with its demonic powers it had empowered its servants to kidnap any who dare take refuge on its sandy shores.

So without any more drivel or waffling on let’s get to the write-up!


Ophidian Island

As the storm subsided the party and the crew made their way across the waves their ship having sustained damage from the fighter and the Storm. It was on the second day that the crew saw across the waves and island with tall trees scattered across the island surrounding a lone mountain. Jutting from this mountain was a tall steep spire which towered above the island and into the clouds above.

As the ship limped its way to the sandy shores Kyoko limped forward having sustained a crossbow bolt to her leg during the pirates attack. “Alright crew. We rest here for three days. Get some in wood to repair the ship, get some fresh water and food and we leave. Anyone late to the ship in on the sunrise of the third day gets left behind” she commands and the crew, most of them fully healed from Lizbet, rush off to complete their captains orders.

She beckons for the party. “My maps show this island but warn people to not set up camp, they believe this island to be cursed. Can you keep watch over the crew, Siu and Lizbet to make sure we all leave this island in one piece, or at least the same state we arrived in” she requested, grimacing as she lent the wrong way on her injured leg.

The party nod as Kyoko turns to head back towards her cabin and maps. She had insisted on Lizbet healing her crew before using magic to heal her leg, Lizbet had used all her magic on the crew and was yet to fully recover her magic to heal the captain.

A hour later a group of four crew members run towards where everyone was set up not far from where the ship was moored, the deep water of the cove perfect for a ship of this size.

“we’ve found another ship that looks untouched that would have all the gear we need to make repairs. The other crew are too spooked to enter it and we are finding it hard to get the materials from the trees to make repairs. What should we do?”

Area of note

The breached boat – The crew members that scouted out the beach just north to where the Dancing drake reported in finding a large multi-sailed ship that had a abnormal breaching in its hull that was the ships doom, apparently. The ship itself contains enough material to repair the Dancing Drake and provide spare sail in case something goes wrong, though it wont be Red. However, whilst on and near the ship recovering the materials the party kept seeing glimpses something watching them from the ship – the crew members calling out saying that its the lost crew of the ship who have taken refuge onboard their broken ship.

The Beach – the beach is a mixture of soft, fine sand and smooth pebbles that coat the edge of the island in a welcoming soothing blanket of warmth. The sand, however, is so find that tracks of all kinds seem to melt away quickly with but the faintest of breeze so it’s easy to get lost and not to notice the presence of animals or other creatures until its too late.

The Forest – a relatively humid jungle has sprung up not far from the beach and waters edge. It’s home to mainly snakes of all sizes but any trace of them from when the party first encounter them seem to have disappeared once they enter the jungle in true after the disappearance of their crew and Captain Kyoko.

The Mountains – A large range of mountains has erupted in the centre of the island – large and imposing and so closely clumped together that they could be considered a single large mountain. Fresh water streams form pools at the base of the stone cliffs and, with some time searching, statues of humans bound and constricted by giant snakes can be found littered around the mountains base. Other ruins, evidence of settlement can be found and a large winding staircase was crudely cut into the side of the mountain leading towards a singular jagged spire that juts from the mountain into the sky like a spear piercing the clouds and heavens above.

The temple – at the base of the spire is a large, well crafted temple that is guarded by a large snake statue. The statue is so well crafted that it appears to be a snake until people notice the worn out foot and hand holds that appear to lead up to the snakes snarling jaw where two large blood stained fangs have been a carved out of white stone. These fangs drip with a sickening ichor and appear to have blood seeping into the white stone as the party examine them. The abyssal scripture around the statue states “the faithful, anointed by the serpents venom will be blessed by the serpents gift and will be welcomed as one of the faithful” and only once one of those present has placed blood upon the fangs will the statue briefly come alive and move to the side revealing the steps down. Those who force the snake fang onto their arm as a way of anointing the fangs with their own blood in this manner will feel the affects of snake venom (poisoned) but will feel a sense of unease like a creature is beckoning them into the dark depths below.

The Temple itself is filled with snakes, some forming a single humanoid shape when they encounter the party attacking as a swarm. Behind large sealed double doors an Abyssal Naga waits for the party.

NPCs in this adventure

Choi Fang

Choi is one of the crew members that managed to be spared from the abduction of the the rest of the crew as he was with the party near the other beached ship.

Koyko Harimasu

Kyoko and several other crew members were taken by the snake servants and are unconscious within the temple. As she still suffers a wounded leg (Lizbet being unable to heal her due to her magic needing to replenish and Kyoko insisting the crew take precedence) she is unable to move quickly or defend herself adequately.

“Wild girl”

Living on the island after having escaped the Naga within the temple when her ship’s crew and other passengers were taken after a freak storm ripped a hole in their hull, or so they think it was the storm.

Living on the island with the Naga’s servants has made her cunning, stealthy and self reliant but the potential of leaving with the adventurers made her do something that she swore she wouldn’t do. Hope. She trails the party, wedging the stone serpent statue open so they can escape whilst following behind them making sure that she is there in case she can help them leave with their lives.

NPCs

The Dancing Drakes Crewmates. Several crewmates are with Kyoko and unconscious within the temple. Luckily Siu and Lizbet seem to have been spared (safely onboard the Dancing Drake instead of being on shore)

Environment and running the adventure

The Island

The wind and fine sand makes tracking difficult (other than the site where the crew was ambushed where the volume of disturbance makes the tracks easily readable). Any survival check to look for tracks or signs of life are made with disadvantage on the beach. The sounds of the jungle in the trees, and the wind howling through it makes sound dissipate before it reaches the ears giving disadvantage on perception checks that rely on hearing.

The Temple – Entrance

Simply put, placing blood on the white fangs will cause the door to open. The script is written in Abyssal (except some parts in common have been added saying “Serpents Gift” – referring to the dripping white fangs and the ichor they produce.

Any blood smeared on the fangs will do and the puncture of the skin to place blood will inflict the poisoned condition on the person (DC18 to resist…) but that person will feel a strong connection to the temple afterwards. Many people can voluntarily be poisoned and each of them will gain the following:

-Advantage on saving throws vs charmed, paralyzed and poisoned from snakes or the Abyssal Naga.
-Poisoned condition until the end of a long rest.
-Advantage on perception checks to notice snakes.
-Advantage on Animal handling checks (snakes).

The Temple – Refer to map.

Room 1 appears to be a small entrance room, small shrines litter the walls where the emphasis appears to be on the worship of snakes. There isn’t much else to this room.

Room 2 is a large room that looks like it would have held books and a small library at some stage – the wall opposite the party a decomposed bookcase has crumbled away from the wall and has revealed what used to be a secret door that lead into a small room beyond.

Room 3 and 4 were separated by a wall that has long since fallen down – the rooms appear to have been bedrooms once but have long since rotted away to nothing. Home to snakes with area being warm and humid there may even be several snake egg clutches in these rooms.

Room 5 (and trapped hallway) a small spike trap will shoot upwards on any who step on the pressure plate. DC14 dexterity check will see the person unharmed, if they fail 2d6 piercing damage and their movement speed will be reduced by 10″ until a long rest due to the injuries to their legs.

Just outside the Naga room there is a wide hallway – at the end of this two large Constrictor snakes would be coiled around humanoid statues by the door – they wait like statues until creatures come within 10 ft or they take damage – at which point they throw themselves at the intruders as their Naga commands.

Naga Room a Large hole in the roof (not drawn in as it was decided later) appears the only other way in or out, on the left side there is a hidden trap door that will lead to a small treasure room that is little more than a crawl space. To uncover the room a perception check of DC14 (or investigation once the door becomes cracked – see encounter) will reveal the room.

Encounter

For this fight letโ€™s assume that the party is Level 4 and that they have had a full long rest before coming into the temple. The aim of this temple is to throw a few creatures at them during the temple to wear them down on spell slots and limited abilities to make the Naga fight a bit harder (as it is just a single creature…)

Room 1 will have a Giant poisonous snake and a Swarm of poisonous snakes in a swarm. They attack the first thing they become aware of.

Room 2 will have one Giant Poisonous snake per person in the party with an extra one lurking behind the chests in Room 5.

The hallway to Room 3 and 4 – this area will have several holes in the top of the walls near the roof – as the party members walk by them giant poisonous snakes (three in total) will drop down on the party.

Room 3 and 4 will have a single Swarm of poisonous snakes guarding the clutches of snake eggs.

Room 5 the trap will reset but once triggered it is easy to avoid when someone knows its there. The room itself will have a giant poisonous snake hiding behind the chests and will lunge and bite who ever comes close.

The hallway to the Naga room will have two poisonous snakes come from holes in the walls when the party walks past them – but they will attack before the Giant Constrictor snakes will attack the party (so to not overwhelm them) while these snakes attack the “totally-not-statue-snakes” will remain motionless. Once the party comes within 10ft of the statues the Giant Constrictor Snakes will attack the party and engage them.

Naga Room – the Naga will drop out of the ceiling once the party reach the centre of the room. Along the back wall the crew members and Kyoko can be seen unconscious, drooling and staring open eyed as if hypnotised or charmed. Once the Naga reveals itself it will attempt to charm the parties magic users and then knock the others unconscious (as it did the crew). It doesn’t hold back and doesn’t seem to care about getting injured (knowing it will revive in a few days time) and will guard its resurrection like a closely held secret. Once the Saga is slain it will fall down, convulse and in its death throws it will break the hidden trapdoor – causing a crack to appear and the steps beyond to become visible to those who actively look there.

Swarm of snakes

The snakes will appear in a humanoid form, walking forward on two shaky legs made from snakes slithering together and they will bite their target by throwing long punches and grabbing the party member within range – the arms, legs and body flowing over the target creature as fangs bite into any exposed flesh they can find.


Giant Poisonous Snake

There will be many more of these in the temple than there would be other creatures. They would attack in hall ways and shouldn’t be limited to just rooms. Dropping from holes in the ceiling or from holes in the walls will be the plan with these medium sized snakes.


Giant Constrictor Snakes

The guards for the Naga room – looking like statues as they curl up at the end of the hall.


Abyssal Naga

Horribly vain, evil and malicious this creature doesn’t hold back and will start to try and charm, bite and fight the invaders of its net.

During this fight however it is careful to not hurt or endanger the crew and Kyoko along the back wall having plans to sacrifice them to the greater demon it wants to curry favour with.


Treasure

Distribute the following in the 3 chests in the map

  1. Immoveable rod
  2. 1x Potion of Resistance
  3. Ring of Swimming, Ring of water walking
  4. Potion of animal Friendship
  5. Chime of Opening
  6. Potion of Hill Giant Strength
  7. 4 Art items – each estimated to be worth 250gp each to the right buyer.

Thanks for joining this week where we had a small detour and explored a bit of a dungeon, albeit a short one it was one never the less.

Next week see’s the winddown of march and the hopefully publication of the end of month adventure, it’s a big one so don’t miss out.

Don’t forget to come back this week for the linking adventure titbits and perhaps some Soulbound material (and hopefully an age of sigmar battle report write-up too as I missed out on my game last week..) and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Pit Viper

Hi all and welcome to another night here at Brazen Wolfe Tabletop where we create adventures weekly and we reserve Friday to all things fights (Fightnight!).

So this week we have found ourselves in a slithery situation where the party have come back to where their ship has set down anchor to repair and replenish supplies and the crew and captain Kyoko are missing. After some investigation, and a small wild looking girl pointing them in the right direction, the party came across a temple high in the mountains that appeared to be dedicated to snakes.

So tonight, lets look at some snakes.


Snakes in a Pit

212FrSiaP

So without much waffle tonight lets look at the stat blocks for this weeks content!

Swarm of Poisonous Snakes

A pile of snakes, the idea behind these will be the people that abduct and grab the people from the beach (the crew members and Kyoko) will be a bunch of snakes shifted into a humanoid form and when they are back in their temple, their prey before the deity that they worship (seen below) they return to their serpentine form.

Being a more challenging foe I wouldn’t expect more than one or two of these for the temple.


Giant Poisonous Snake

Not as giant as the giant constrictor snake but still large and dangerous these creatures, like the snake swarm above, will take the form of a humanoid to abduct victims from the beech. I would anticipate these snakes will be the main one that is found in the temple and will support either a swarm of snakes, the giant constrictor snake or even the Naga.


Giant Constrictor Snake

Reserved forms of the larger and stronger (more faithful) serpents that serve the Naga these snakes will be seen to have a place of respect – grappling a creature whilst the swarm of poisonous snakes slither forth and bite the prey that is grappled.

These snakes are large, as and with the 10ft threat range on the bite (same as the poisonous snake) makes these creatures a large threat.


Abyssal Naga

The commander, the boss of the temple and being highly intelligent, immune to conditions and poison and being able to cast spells these creatures are impressive to behold.

This creature wont be alone and should have a few snakes outside its room/alter and should reveal itself from hiding (having a high stealth ability). It should try and convince the party to worship it, as it is arrogant and believes itself above all others but when it fights it will attempt to control the biggest threat (mage) and will then attack the others with spells.


Thanks for joining us tonight, I hope that you enjoyed what you have read and are looking forward to the end of week write-up as much as I am.

Don’t forget to come back this weekend for more work, and if you have a word for my “one word challenge” then feel free to propose one for me to write to this weekend!

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

Way of the Serpent

Hi all and welcome to Thursday night where we look at extra’s, maps and other things that we can add to our adventure to give it that little bit more.

Tonight I wanted to expand upon something that I had drafted out in the Serpent temple in a previous post, but wanted to focus and do a deep dive on the “how” to get into the temple itself and what it requires.

So without getting too much into it before the hand-drawn diagrams of the contraption let’s roll on with tonight’s write-up!


Snakebite

212ThSB

When the party enter the temple they are greeted by an imposing snake statue that is ten feet tall and the intricately carved serpent coils around a large dark stone that is positioned against the far wall. As the party approach the serpent statue a dank, warm draft comes from behind the statue where, upon investigating the party can see stairs leading into the darkness beyond and below.

Closer inspection into the serpent statue itself reveals deep, purposely crafted recessions into the statue itself leading up the carving of the snake towards the top where the gaping jaw of the hissing snake reveals two large white carved stone fangs that drip an ichor.

Looking around the room they are in they notice a scuff mark on the stone to the right of the statue that look as if a large, heavy stone object had recently and often prior moved across the roughly carved stone slabs that formed the floor of the room.

Large engravings in a foreign and abrasive language are carved into the door frame amongst images of slithering snakes and to read the words aloud gives the party a deeply unsettled feeling within. There is a single phrase that is readable in common “Serpents gift” that is repeated at different parts in the symbols.


The intention of this room is for the party to investigate the stone statue and uncover the puzzle – to be bitten by the serpent will bestow its gift and allow the worth to pass through.

The groves (as seen in the second drawing) are steps up towards the fang – investigation or high perception will reveal worn groves that looks like shoes, and blood in these recessions as if someone who was bleeding used them as a hand or foot hold.

The fangs themselves (the image of the serpents gaping jaw) are dripping an ichor that will inflict the poisoned status against any who take the poison into their blood stream. The statue itself just needs blood applied to the fangs which will absorb some of the blood and the snake will momentarily come alive and shift to the right, dragging the heavy black stone along with it and revealing the pathway down into the temple itself.

The language is abyssal and will read “the faithful, anointed by the serpents venom will be blessed by the serpents gift and will be welcomed as one of the faithful” – Serpents gift is also written in common beneath it as if translated once before.


Thanks for joining me tonight, to look at the additional content that we have to expand our adventure this week. If you like the content, or, like the hand drawn aspect of this weeks content please let me know so I can continue to work on my long forgotten drawing skills – it has been quite a while.

Don’t forget to come back the next few days for more Brazen Wolfe Tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dark Cliffs

Hello welcome to Brazen Wolfe tabletop where on Wednesday night where we look at twists, turns and speed bumps that we will throw at our party this week.

This week we find our party exploring a isolated island in hopes of making some repairs and getting materials food and water for their trip ahead across the sea. After finding a beached ship with a large breech in the side of it and the crew and the party said about salvaging materials from it and returning back to the ship. Little did they know that there was someone watching them from aboard the ship, a castaway, someone who had been lost on this beach long before and who saw their only way of Salvation in the form of the party at risk of being taken by the islands other inhabitants.

Tonight I tried out a little shortcut to help churn through the content of this blog so there may be a few imperfections below – I will

So without further waffle let’s get on with the write up.


That which nests in the dark

212WeNeDa

As the last of the sail and the weathered but salvageable planks came down from the beached ship the party looked over their work from the last day. As they walked away from the ship and down the beach they couldn’t shake the feeling that had nestled within their heads that they were being watched. Shrugging as they helped the few crew that remained with them take hold of the bundles of planks, wrapped up sail and other bits and pieces the party continued down the beach, dragging and carrying their pilfered goods and materials down the beach towards the row of trees they had walked through initially. To intent on their task they did not notice the rustling in the grass or the long thin bodies moving in the underbrush nor the distant screams and cries for help that the wind whisked away and the trees muffled to the point of silence.

Moving towards their ship there was no movement from the crew that had remained behind to continue their search for food, fresh water and materials as they had left to investigate the broken ship. As they drew closer to where they had set up a temporary camp, the lack of movement and people moving about the canvas tents set off alarms in the party’s minds and they dropped their heavy burdens and looked around for their travelling companions.

The astute and observant members of the party looked around in the ground and noticed many signs of a struggle and several sets of large, deep drag marks that indicated people were dragged off towards the forest not far from the waters edge.

As the party followed the drag marks and disturbances in the sand towards the forest edge a short figure darted out and grabbed a hold of the lead Party members arm.
“Don’t go in there,” the little wild looking girl said, “you will end up like the others trapped… trapped in the dark waiting for your fate as the never ending hiss comes from the cavern below.” She spoke in hushed tones and looked around nervously as if expecting to see something more.

“The forest is too thick you won’t be able to find the way to where they’re keeping them. Anyway there’s to find the tracks and avoid avoid the scouts that will be keeping an eye out above the monolith, there is no way in or out not out of the dark not where the great beast nests.”

After a few moments and realising that the party would could not be decided from following their friends and trying to save them the little wild girl ran off into the forest disappearing amongst the trees and the bushes. As the party set foot leaving the crew members that help them with the salvage operation behind, they followed the drag marks and tracks as far as they could before the jungle Swallow the air tracks. After an hour of travel they eventually came to a large roughly hewn path in the side of the mountain leading up towards the spire.

The trees with sparse at the base of the mountain except for at the waters edge of the large freshwater lake that appeared to be fed from a stream coming down from the mountain.

The rough uneven ground of the path leading up the mountains enabled the parties to traverse it without much difficulty the bumps grooves and uneven rocks although creating trip hazards enabled enough footholds and they would not sleep further down the mountain. After further our of travel are they eventually came to a Plateau I’m high above the treetops of the jungle around the mountain and from this point they could clearly see several other wrecked ships positioned around the island each one of them nestled amongst the sand except for the Dancing Drake. Ahead of them lay more purposely carve out steps that lead to a large archway leading further towards the spire at the centre of the mountain.

Although vigilant in paying attention as they traverse through the jungle and the mountains and seeing no humans or humanoids on the journey the feeling of them being watched never left them and the further they climbed up the carved steps the more ghostly shed skins of snakes did they find.

As they passed passed underneath the intricately carved archway that depicted snakes coiled around bound humans that supported the large archway above. One hundred feet past the archway, at the base of the spire they could see the beginnings of a building much like a temple from back home carved into the side of the rocky face of the spire and from within its murky depths a penetrating cold feeling clutched at them greedily.


Ok thanks for joining me tonight I hope that you have enjoyed the write up this Wednesday around what happened to the crew when the party was salvaging materials to fix the Dancing Drake. Don’t fret though our little wild friend will be making a return visit in the near future perhaps assisting the party on their way through the temple.

Don’t forget to let me know if you do enjoy any of this content your comments and feedback is important and it helps me grow I craft as a dungeon master. Oh, and as always, don’t forget to roll with advantage,

The Brazen Wolfe

The Lost Ship

Hi all and welcome to Tuesday where we look at NPCs and the development they can give our adventure.

This week the ship and crew the party was travelling with had to stop by an island to make emergency repairs after they ran into pirates and a storm. After setting down anchor in a deep cove on an island they sey about looking for materials yo repair their ship and some crew members returned to announce they had found a shipwreck that they could salvage from. However the crew were superstitious and captain Kyoko had warned them not to adventure to far onto the island as it had a bad reputation for sailors going missing.


Forgotten goods

212TuFG

As the party leave the piles of wood, fibre, ropes and food that the ships crew had gathered already they looked ahead in the direction that the crew members were taking them outside the cove they were nestled within and towards a thick line of trees.

The sandy pebble ridden shore was picturesque, golden sand, smooth rounded pebbles and the gentle lapping of waves at their feet as they walked along the shore line. Marks littered the sand as they walk and the party identified them as some kind of snake slithering from waters edge towards the thick vegetation to their right, and the centre of the island.

Pushing their way onwards up a small embankment and up through the rows of trees they come across the remains of a ship, a large hole in its hull nestled against the sand in a similar beach. The large tattered but mostly intact sails hung and danced slightly in the breeze that washed across the party – making the leaves around them hiss as the wind caressed plant and person a like.

“See, the ship. That hole in the side, that breach. It’s not natural. No reef or pirate could have made that. But we should get the mast and check to see if we can salvage some parts of the hull and deck to make repairs to the Dancing Drake” the crew member they had met on board the ship and fought along side when the pirates attacked said.

“If you can get us there we can direct you to what we need from the ship, give you the tools – but we can’t go on board – its a bad omen for us to stumble upon a wreck like this and the signs aren’t good.” he continued. As the party moved forward they found bits and pieces of equipment, a broken shield, a snapped sword, a half of a spear but no head and scattered clothing, bags (mostly empty) and crates. It looks like the people may have made it some distance from the ship, or these items had washed up the shoreline quite a distance from a significant amount of water.

Nearing the ship they looked up at the deck, seeing a clear entrance to the beached ship through the breach in the side as they marvelled at the size of the large trading ship.


Out of sight a whisper of cloth moved as she moved over the wreckage of the ship, her hand gripping the blade tightly as she stared at the face of the new comers. She recognised sailors when she saw them but those in front, looking as if to board the ship were different. They had the appearance of people who were from the land, adventurers perhaps, none of them walked like the others, chanting under muttered breath or glided across the ground with unnatural movement to chill her blood.

As she looked through the hole in the hull, looking for signs of the beasts she almost sighed with relief that they had not found her hiding spot again, nor found the people that walked so naively across the sands. They never killed their prey immediately always took them back to their nest deeper into the island, but no one made it back once they had set their fangs into them, except for her as she was too small for them to notice as she slipped out when she saw her chance.

She let a bloom of hope flutter in her chest. Maybe she was able to leave this wreck, leave this island and perhaps return home to warn people.

Do not come to Ophidian Island.


Thanks for joining me tonight and thanks for sticking with me for the twelfth week of my journey through 2022. Don’t forget to come back again tomorrow to look at the twists and turns I have in store, those who read the introduction to the island and linked it with a previous post may already know where this is going. If not, then let us know what you think is happening on this island.

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

Rest and Repairs

Welcome to Monday of the 4th week of the month, mostly, where this week I was going to wrap up our adventure and add in some bonus morsels but instead decided to look at the calendar and I realised something…

We have nearly another full week of March. So instead we will be exploring additional content for this months adventure!

So let’s get on my with the write-up!


A Welcome Site

212MoAWS

As the storm subsided the party and the crew made their way across the waves their ship having sustained damage from the fighter and the Storm. It was on the second day that the crew saw across the waves and island with tall trees scattered across the island surrounding a lone mountain. Jutting from this mountain was a tall steep spire which towered above the island and into the clouds above.

As the ship limped its way to the sandy shores Kyoko limped forward having sustained a crossbow bolt to her leg during the pirates attack. “Alright crew. We rest here for three days. Get some in wood to repair the ship, get some fresh water and food and we leave. Anyone late to the ship in on the sunrise of the third day gets left behind” she commands and the crew, most of them fully healed from Lizbet, rush off to complete their captains orders.

She beckons for the party. “My maps show this island but warn people to not set up camp, they believe this island to be cursed. Can you keep watch over the crew, Siu and Lizbet to make sure we all leave this island in one piece, or at least the same state we arrived in” she requested, grimacing as she lent the wrong way on her injured leg.

The party nod as Kyoko turns to head back towards her cabin and maps. She had insisted on Lizbet healing her crew before using magic to heal her leg, Lizbet had used all her magic on the crew and was yet to fully recover her magic to heal the captain.

A hour later a group of four crew members run towards where everyone was set up not far from where the ship was moored, the deep water of the cove perfect for a ship of this size.

“we’ve found another ship that looks untouched that would have all the gear we need to make repairs. The other crew are too spooked to enter it and we are finding it hard to get the materials from the trees to make repairs. What should we do?”


Thats it for tonight, thanks for joining me here at Brazen Wolfe Tabletop!

Don’t forget to come back tomorrow as the party get to know the crew better and perhaps more when we explore more of the island.

Oh, and as always, don’t forget to roll with advantage,

The Brazen Wolfe

The Silverborn lining of Dark clouds

Welcome to the end of the week writeup where we look at whats happening upon Kyoko’s ship – the Red Fleets Dancing Drake.

As the sea throws a Squall at them they also have black sails following them and no way to outrun them short of going through the storm itself.


Silverborn’s Storm

As the party settle into the Dancing Drake as it travels on the waves they encounter a large storm that is approaching them at fast rate. Not only that but they have also a pirate ship following them and gaining on them.

The storm hits hard and Siu is ordered to take Lizbet below deck by Kyoko who suggests to the party to tie ropes around their waist and then to the ship itself to prevent them from being lost to the waves.

Not long after the storm hits the Pirates make their move and attempt to board the ship.

Area of note

The boat – The Red Fleets Dancing Drake is where the party find themselves calling the ship home, for the time being at least.

NPCs in this adventure

Elizabeth โ€œLizbetโ€ Scaulder

Lizbet is taken below deck when the storm hits and will heal those who are able to be healed after the fight happens – however she wont come to the top of the deck (as Siu wont let her).

Koyko Harimasu

Kyoko spends her time between the help, coordinating the crew and looking at her maps in her cabin. When the storm hits and the pirates board the ship she will not leave the helm and will stay there to keep it safe.

NPCs

Random NPCs. The Dancing Drakes Crewmates.

Environment and running the adventure

The Weather

The weather affects on the ship come and go (see Wednesdays post for a full writeup)

When a particularly bad wave hits the boat, a skill check results in a failure that would cause the ship to lurch or shift a DC14 Dexterity check will be required for the party to avoid falling prone on the deck.

Helping the ship

Moving about the deck to tie or untie sails, tie down cargo or hatches and the like or assisting at the helm. This can be done by a DC14 or DC15 Water vehicle check.

Helping/Saving the Crew

To help save a overboard crew member, lift up a crate or barrel of a pinned crewmate or you can roll a DC 14 Athletics or Strength check.

Repelling invaders

To push boarding planks or invaders into the sea a DC12 (or 14 if particularly heavy) Athletic or Strength check will see them in the water. To cut boarding ropes it would be a attack roll with an attack that could destroy or cut the rope (AC 8, HP 10).

The Boat – See Map

Encounter

For this fight letโ€™s assume that the party is Level 4. For this fight Milligan wont appear on deck unless his crew look to be having trouble, which they will with our party, and when he does fight he will bring 3 to 5 of his crew into the fray with him. He uses them much like a sailor uses knots, to hold things in place while he can make the most out of the situation at hand and control the flow of the battle. For this encounter I would have 2 to 3 pirates attacking every 2 rounds, roll a d6 and add the number of pirates that are left fighting the party on the Dancing Drake if the result is 4 or Less then another 2 or 3 pirates will also join the fray.

Once 10 pirates have been dispatched then Milligan and his crew will join. If Milligan drops below 20 HP he will retreat to his ship and if the party look like they will dispatch the rest of his crew easily he will cut the lines (if not already cut) and will flee with his remaining crew to not return. He will plead a parley if he cant escape and is injured.

Milligan Silverborn (Dragonborn Pirate captain)

Born on the seas and pledged to the lord of the waves Milligan grew up with a connection to the weather and to the pirates he called family. After several years he grew so used to the rough seas to the west of Faerun that his proficiency went from something inherent to something mystical and those who fought with him also became like water and wind across the decks of those they sought to plunder from.


Silverborns Crew

The crew that follow Milligan Silverborn are more accustomed to life on the waves and amongst the storms than others and believe that their captain and the sea itself will protect them. As such they rarely wear any armour so their movement can flow across their prey like waves spilling over a deck


Thanks for joining this week. This week there was trouble on the water which overflowed onto the deck and caused issues for the crew and the party. As Pirates boarded they were forced to not only defend the ship but also keep it afloat and on course.

Don’t forget to come back next week as we look to wrap up this months adventure and look at some bonus content for the final adventure.

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

Saturday night – Skaven vs Sons of Behemat battle report!

Hi all and welcome to a Warhammer age of Sigmar 3.0 battle report write-up. No fancy pictures though but it was a tough matchup from the get go.

Without too much of a ramp-up I wanted to touch in with my other tabletop passion and have a writeup of an Age of Sigmar Warhammer game I had Friday night. It was a reasonably long game (a lot of rats to move..) but we managed to play it through to a point that it felt ok leaving it there.


The armies

Skaventide (mixed)

Allegiance: Skaventide

– Grand Strategy: Prized Sorcery

– Triumphs: Inspired

Leaders

Arch-Warlock (175)***

– Lore of Warpvolt Galvanism: Warp Lightning Shield

Clawlord (105)***

– Mighty Warlord Command Trait: Verminous Valour

Grey Seer on Screaming Bell (265)*

– Lore of Ruin: Death Frenzy

Grey Seer (140)*

– Artefact: Suspicious Stone

– Lore of Ruin: Skitterleap

Verminlord Warbringer (305)***

– General

– Command Trait: Devious Adversary

– Artefact: Shield of Distraction

– Universal Spell Lore: Flaming Weapon

Battleline

20 x Clanrats (130)**

– Rusty Spear

– 1x Standard Bearers

– 1x Standard Bell Ringers

20 x Clanrats (130)**

– Rusty Spear

– 1x Standard Bearers

– 1x Standard Bell Ringers

20 x Clanrats (130)*

– Rusty Spear

– 1x Standard Bearers

– 1x Standard Bell Ringers

20 x Stormvermin (220)**

– Halberd

– Reinforced x 1

Units

10 x Night Runners (75)*

10 x Night Runners (75)*

Behemoths

Hell Pit Abomination (240)*

– Mutation: Toughened Sinews

Core Battalions

*Battle Regiment

**Hunters of the Heartlands

***Command Entourage – Magnificent

Additional Enhancements

Artefact

Total: 1990 / 2000

Reinforced Units: 1 / 4

Allies: 0 / 400

Wounds: 153

Drops: 7

Sons of Behemat (stomper tribe)

Allegiance: Sons of Behemat

– Tribe: Stomper Tribe

– Grand Strategy: Beast Master

– Triumphs:

Leaders

Warstomper Mega-Gargant (470)*

– General

– Command Trait: Eager for the fight

– Artefact: Ironweld Cestus

Battleline

3 x Mancrusher Gargant Mob (475)*

3 x Mancrusher Gargant Mob (475)*

3 x Mancrusher Gargant Mob (475)*

Core Battalions

*Footsloggas – Unified

Total: 1895 / 2000

Reinforced Units: 0 / 4

Allies: 0 / 400

Wounds: 143

Drops: 4

The Battle plan

Battle plan – Apex predators.

This is a tricky one as only leaders can capture an objective and they do so by two means.

Being within 3″ of that objective or killing the leader that already held it. Great for Skaven with many heroes and the means to move between them (gnawholes), great for sons of behemat if you have more than one leader unit – but a tough matchup for both of us. My List doesn’t have the damage threshold to push through the gargants and he didn’t have the volume of leaders to contest more than one objective.

The match

Deployment.

One gnawhole in my territory towards the right of the table. Another Gnollhole near each of the objectives but on the other side of the gnawholes.

Warstomper and his buddies toed the line with the middle objective.

Nightrunners out front to screen the center, clanrats to be a secondary screen, stormvermin just behind them, with a blob of heroes (all within 6″ of the gnawhole). Another unit of clan rats screened the top of my forces and my last screened the left of my little square of land.

The HPA backed up the left flank.

Pregame

Warpstone – 3+d3(1) – 4

Left-center unit of Nightrunners moved 4″ forward, right-center unit moved 11″ to screen my entire force..


Round 1 – Turn 1 Sons of Behemat

Battle tactic  – monstrous takeover

Sons of Behemat Heroic action – Heroic Leadership (fail) 

Skaven Heroic action – 

Hero phase..  Yup that was it.. 

Movement phase he moved everything forward – that was terrifying… 

Shooting phase he threw a bunch of boulders using the stomper tribe command ability… All out defense saved my stormvermin from Total destruction as those rocks hurt! But a 4+ save helped. The nightrunner screens didnโ€™t fare too well and my Bell managed to spike a few saves and ward shrugs. 

Charge. Terrifying.. 3d6 for big boy means he goes where he pleases. 

Well my screens didn’t last, in fact they crumbled and with some cheeky pile-ins he managed to get within 3″ of not stormvermin and smash over half of them to a pulp. Oof.

All night runners died but that was their job.

My eight stormvermin in range dealt 4 damage to his mancrusher gargant unit.. 32 wounds to go for that unit.

Most importantly his decision to pile in to try and finish my stormvermin removed him from the objective zone and so he didn’t score his battle tactic OR the objective. An oversight or smarter-than-Skaven big brain play I don’t know but regardless it wasnโ€™t looking good and it all depended on what the Bell and spell casting could do for me.

Battleshock didnโ€™t happen (nothing eligible. Thanks Bell!)

Round 1 – Turn 2 – Skaven

Tactic – ferocious advance.

Skaven Heroic action – healing on my bell – healed 2 so back down to 1 wound!. 

Sons of Behemat – Willpower (and got it!)

Bell tolled, a 2… Well that hurts.. Mortal wounds splashed about across my heroes with a few of them getting 3 wounds on them (2 wounds remaining for my little foot heroes).

Death frenzy was successful and went on my hell pit abom (since my other units that remained were not worth putting Death Frenzy on).

Be got mystic shield off on verminlord warbringer.

Verminlord warbringer failed both casts.

Grey seer on foot managed to get skitterleap and teleported my arch warlock to take the top objective (so I could camp both top and bottom objective and double his points easily).

Arch warlock lined up his overcharged warp storm and.. failed.. even with reroll (a first for me). Then self immolated for 12 mortals.. so he died.

My top units of clan rats went to form a line near the objective and the gnawhole I put to pressure the top-right objective.

My left unit of clanrats went to do the same on the bottom left objective and provide a rat-meat shield for my verminlord warbringer who I would take through the gnawhole.

HPA moved to support left clanrats, everything in the middle moved up to pressure the middle objective. My stormvermin retreated to “safety”.

Due to my top unit of clan rats suffering 2 mortals from my bell failure they were due a battleshock test but rolled a 3 (-1 because of 10+models) and vs a bravery of 5 (inspiring terrain) – they were fine.

Ended my turn scoring 4vp.


SoB won the roll off, something that would happen often and took the turn.

Round 2 – Turn 1 – Sons of Behemat.

Battle Tactic was โ€œSlay the wardlordโ€ to try and kill my General. 

Gargant Heroic action Warstomper finest hour. 

Skaven heroic action – Finest hour on my verminlord warbringer.

This saw the topmost unit of gargant move to engage my clanrats that were defending the Screaming bell, another unit moving to engage and threaten the clanrats and hellpit abomination guarding my verminlord warbringer and the third doing the same to flank the warstomper who was coming over to say hello to my verminlord warbringer. A 2โ€ redeploy of my clanrats saw them move to make the Warstompers charge to be a 13โ€ to my verminlord warbringer. 

The left unit of mancrusher gargants ran into my clan rats and killed a few poor little rats on the charge.The other Gargants charged the edge of my clanrats and brought in my Hellpit. 

The warstomper didnโ€™t make the charge to my verminlord warbringer but hit the clan-rats hard. 

Combat saw my clanrats near my Screaming bell fair well enough against the mancrusher mob. 

My clanrat screen died, but kept the mancrusher mobs away from my verminlord warbringer, but the warstomper was free to engage my poor verminlord warbringer. 

But not before the Hellpit had killed one mancrusher gargant and dealt 9 wounds to the next. 

The Warstomper piled into my verminlord warbringer, I activated all out defense. 

The verminlord warbringer managed to gain 4 extra attacks due to devious adversary and with a 3+ save and ignoring 2 points of rend (and the verminlord 5+ ward) the verminlord warbringer survived. 

The punchback on the verminlord warbringer into the mega (finest hour and rerolling saves) meant I received 1 mortal wound back and dealt 1 wound to bring me up to 9 wounds taken but not dead. 

The Mancrusher mob then killed the hellpit abomination, triggering death frenzy which dealt about 12 wounds and brought the final Mancrusher gargant in that unit to 4 wounds. 

Battleshock phase saw that last gargant run.

End of turn, Sons of Behemat scored 1 for killing a monster, Skaven scored 1 for killing a monster but the battle tactic failed and the mega-gargant was .5โ€ from contesting the objective.  

Round 2- turn 2- Skaven

Tactic was โ€œconquerโ€ which I wasnโ€™t able to do, but there was no other way to score another tactic. 

Heroic action – Skaven – Heroic Leadership on screaming bell, failed. 

Gargant was heroic leadership which was failed. 

This turn saw the bell roll a 10, not quite the 12 I was wanting but it was far from the worst outcome. It dealt a few mortal wounds here and there but not enough to write home about. 

Spells saw Verminlord warbringer gain flaming weapon and mystic shield, cracks call went off and no damage was dealt, skitterleap was successful which enabled me to score the middle objective and a arcane bolt dealt 1 mortal wound to a mancrusher gargant. 

My 3 man unit of stormvermin rallied and I rolled 6 6โ€™s from 17 dice. Big play. 

Movement saw my clan rats shuffle to screen the verminlord warbringer and his teleport (through gnawhole) to the top objective. 

The Screaming bell ran up to help contest the middle objective and support the Grey seer. 

Stormvermin moved to charge and the clawlord moved up to support them. 

Vermin lord abandoned the bottom left objective and teleported just outside of 3โ€ of the top right objective, that hurt.

Charge. Stormvermin made it and dealt 4 more wounds leaving the Mancrusher gargants on 2 remaining. They piled in and managed to get on the line of 3โ€ for my Clawlord which saw him fall to 2 more damage than he had wounds remaining. 

The clan rats dealt 1 more damage to them leaving them on 1 wound remaining. 

The stormvermin were removed. 

Battleshock once again wasnโ€™t a thing but the end of the turn brought another 2 points to the Skaven. 

Score was Skaven 7, Sons of Behemat 1.


Roll off – the Sons of Behemat won and took initiative. I burnt the middle objective so they had the choice of keeping their Warstomper on the other side of the table or abandoning that objective to come and get my models – they went for the models.ย 

Round 3, turn 1 – Sons of Behemat

Battle tactic – Broken Ranks (my 4 clan rats..) 

Heroic action for Sons of Behemat- Heroic Leadership (success)

Heroic action for Skaven was heroic recovery on Warbringer. (1 wound healed) 

Everything moved, threw rocks and killed my Clan rats (Sad times).

Big charges saw my Grey seer on foot get pulverized by the Warstomper and two units of Mancrusher mobs (6 models) into my Screaming bell. The less wounded unit attacked and brought him to 9 wounds out of 13. Attacking back the bell managed to kill one more Gargant scoring me 1 point for killing a monster this round. 

That was really the round.

Sons of Behemat scored their tactic, with a monster but had no objectives scoring 3 points, Skaven scored another point for killing a monster going up to 8 points. 

Round 3 – turn 2 – Skaven

Battle tactic – savage spearhead (wasnโ€™t going to get it sadly..) 

Heroic Action – Heroic Recovery (healing 2 more wounds!) 

Simple really with 18 clan rats and my verminlord warbringer left – I cast mystic shield and flaming weapon on the doom glaive. 

Moved my Rats to brace for a gargant charge and moved my warbringer onto the objective scoring 2 points.

End of the battle round saw Skaven 10 (1+more), Sons of Behemat 4ย 


Round 4 roll off – Sons of Behemat won and took it again. I burned to the top right objective making him choose between fighting me with his warstomper or running back towards the only remaining objective (as none of them are Prime objectives?)ย 

Round 4 – turn 1 – Sons of Behemat

Tactic – Bring it down 

Heroic action gargants – Heroic leadership (Got)

Heroic action Skaven – Heroic recovery (Failed)

Hero phase was a non – event. 

Movement phase saw the gargants advance and I redeployed my Skaven to once again make it really hard for the Warstomper to get to my warbringer (this time forcing a 15โ€ charge). The 

Command ability was used (like every turn) for all gargants to throw rocks, this hurt the clan a little bit but failed to hurt the warbringer. 

Command ability was dropped to give all gargants re-roll to charges.

All gargants made the charge into the rats and the Warstomper made a 11โ€ charge from 3d6, twice.

Combat and impact hits saw all my clan rats dead and the warstomper ended up piling into 3โ€ of my verminlord warbringer – just. Because I never started combat phases with him within 3โ€ I never was able to activate โ€œshield of distractionโ€ for the -1 to hit, but was able to still reroll 1s to save which had saved him quite a few times. 

He survived and manage to gain 4 stacks of โ€œdevious adversaryโ€ without finest hour on the Warstomper I managed to punch through 17 damage from his fist attack and the boosted doom glaive and piled 3โ€ further away from the mancrusher mob, within 3โ€ and closer to the Warstomper (and within 6โ€ of the gnawhole).

This ended the turn with no VP scored either side.

Round 4 – turn 2 – Skaven.

Battle tactic – err.. Slay the warlord (wasnโ€™t going to get it again..)

Hero action, it didn’t matter so I didn’t bother and neither did Sonsโ€™ player. 

Spell casting – both went off in case of a miracle. 

Teleported out using the gnawhole and onto the last objective. 

We called it there when my score ended up being 12 – 4 in favour of Skaven.ย 

Conclusion

Despite losing ~1680 points worth of models and killing.. 475 points of models the battle plan favoured me heavily – it was pretty rough going.

A first for playing against SoB for me, and not the first for playing against Skaven for my opponent – but a first for this list. They are hard to chew through without rend and range and especially the stomper tribe who do increased damage vs horde (or 10+ model units). This made all hits or failed armour saves feel really impactful and probably why I had only a single model left (on 7 wounds remaining out of 12…)

The multiple ways for Skaven to have a leader with a ward is incredible. Only my poor arch-warlock (who was incredibly unlucky this game) didn’t have a ward of a 4+ or 5+ (as Verminous Valour is counted as a ward) and it was felt.

Devious adversary felt good but was a high-risk high-reward playstyle and when coupled with the bonuses to save, the ward save post fact and the shield of distraction (that never got to distract anyone) it made him survive two combat rounds against a unbracketed mega-gargant and live to screech about.


Well that’s all we have for tonight, I hope you dropped by. If you have any questions about the lists or any take-aways from the game please reach out. I didn’t manage to capture any images of the match (was on Table-top simulator.. having two young kids makes it hard to get out during the night time to play in person…) but it was a good game and a hard lesson to learn.

Don’t forget to come back tomorrow for our end of week writeup and, as always, don’t forget to roll with advantage*
The Brazen Wolfe

*or in this case re-roll your saves

One with the storm

Hi all and welcome to fightnight!, well, Friday night which happens to be when I try to produce statistics for meaningful combat.

Tonight we are looking at the vicious pirates who are boarding the Red Fleets Dancing Drake, Kyoko’s ship. To save time and conserve my writing reserves I will kick it off without much pomp or fanfare.


Wave Walkers

211FrWaWa

As the silver dragonborn strode across the gangplank he deflected arrows, bolts, blades and clubs that launched at him with not even the slight shimmer of his curved sword moving to intercept the weapons.

Those who ran around him seemed to dance across the planks, float effortlessly through the air on corded rope and glided around the waves that crashed around them. If they weren’t stabbing, cutting and swiping at the crew and party the way they moved across the ship and between them could almost be considered beautiful.


Milligan Silverborn

Born on the seas and pledged to the lord of the waves Milligan grew up with a connection to the weather and to the pirates he called family. After several years he grew so used to the rough seas to the west of Faerun that his proficiency went from something inherent to something mystical and those who fought with him also became like water and wind across the decks of those they sought to plunder from.


Silverborn’s Crew

The crew that follow Milligan Silverborn are more accustomed to life on the waves and amongst the storms than others and believe that their captain and the sea itself will protect them. As such they rarely wear any armour so their movement can flow across their prey like waves spilling over a deck


For this fight let’s assume that the party is Level 4. For this fight Milligan wont appear on deck unless his crew look to be having trouble, which they will with our party, and when he does fight he will bring 3 to 5 of his crew into the fray with him. He uses them much like a sailor uses knots, to hold things in place while he can make the most out of the situation at hand and control the flow of the battle. For this encounter I would have 2 to 3 pirates attacking every 2 rounds, roll a d6 and add the number of pirates that are left fighting the party on the Dancing Drake if the result is 4 or Less then another 2 or 3 pirates will also join the fray.

Once 10 pirates have been dispatched then Milligan and his crew will join. If Milligan drops below 20 HP he will retreat to his ship and if the party look like they will dispatch the rest of his crew easily he will cut the lines (if not already cut) and will flee with his remaining crew to not return. He will plead a parley if he cant escape and is injured.


Thanks for joining me tonight for a glimpse at the pirate Milligan Silverborn and his crew. Don’t forget to come back tomorrow for a special Saturday writeup. Don’t forget if you have a submission for a 30 minute challenge please send it my way in the way of a single word and any restrictions (or mandatory elements) you wish to challenge me with and I will do my best to come up with a one shot adventure within 30 minutes (or a designated time frame..)

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