Alternative Directions

With this week leaving the decision on how to move forward up to the players I think its wise to touch on this weeks alternative directions. Now based on the encounter planned for this week it’s going to be a big one. But if they don’t want to fight the Frost Giant and a beefed up Winter Wolf then how do we wrap up this week. That’s where the alternative directions come into play. Something that is triggered from the players decision where the outcome helps drive the story forward in a different way. So sit back, grab a hot drink and let’s roll into tonight’s adventure.

Alternative Directions

337SaAlDi

Disappointment and Fury. More fury than disappointment when the creatures watched the idiot mortals talk with the hulking giant. Who were they to think that they could stray from the plan and make peace with the dumb brute instead of kill it. As the rage began to take over the creature calmed itself. Never mind, the plan still had another option. The idiotic mortals still removed the first guardians, the dead wolves out front had kept his agents at bay for centuries and now the pack was diminished.

Steadying a breath it pushed out a command, a series of instructions to the fell beasts that dwelt within the frozen tundra. After a few moments of concentrating the horde answered the broken commands, the confines of the creatures prison hampered its magic. But then the horde answered. A screeching, seething horde of claws, teeth, fists and blades smashed through the ice. Claws from the foul undead creatures scampered over rocks and rushed towards the spires. Foul winged beasts swooped towards the spire at their masters commands and finally, hulking brutes pushed through the ice as they were driven by ancient oaths from their ancestors towards the spire.

If you can’t trust lesser beings to do your dirty work for you then you need to do it yourself. Soon the bindings will be removed and its powers will grow but first, revenge on those who betrayed it was a dish best served frozen.


So a bit of a glimpse what the alternative will be to ensure the story for this multi-part adventure continues… But even with that considered as one of the alternative directions the party has the final say in the end. So don’t forget to come back tomorrow for some more D&D content and as always, don’t forget to roll with advantage.
The Brazen Wolfe

Glacial Hazards

After a relaxing but cold day with the family its safe to say not much was done on creating some overdue Zines. But the weather did inspire some Glacial hazards that may be encountered this week or even the next as the party delve through the glacier and onto the next part of the adventure. So while we warm up with a hot drink, coffee preferably, let’s sit down and roll into tonight’s adventure.

Glacial Hazards

336SaGlHa

You may remember back to last year where I had a series of adventures that took place out in the cold snow. This look at expanding some of the concepts from that adventure from over a year ago which goes to show that the reusability of D&D material is near limitless.

The first few things I want to explore are around the weather. Limited and reduced visibility; partial cover to all creatures and disadvantage on perception checks, Increased exhaustion rate and reduced speed; as exposure to the elements set in, and finally something more prevalent in a maze of walls of ice (such as a glacier), getting lost.

If you want to really spice up this adventure for the party I would consider implementing a snow storm as they go through the glacier, reducing visibility (cant see past 30 feet) and granting disadvantage on perception checks due to the sound and volume of snow. The ground becomes harder to walk on due to the wind tunnels the walls glacial walls produce as well as maybe the roughest one. Every few, maybe 3, roll a constitution saving throw vs 10+Hours exposed to the elements. If they fail they get a level of exhaustion. If they pass then they are fine until the next check. If they take shelter and can stay warm and dry then this will offset the DC increase and perhaps even extend the time between the checks. But once exhausted its hard thing to shake off over night.

The next few things are other ideas that can spice up the adventure.

Breaking Ice

A sudden twang as a crack in the ice forms. The sound of the breaking ice is the only warning before the creature falls into an expanding hole under the ice they were walking on.

DC14 Dexterity saving throw or they fall through the ice. A successful saving throw has them fall prone next to the hole. How deep the hole goes is really up to you. It could be a fall of five or ten feet or it could go indefinitely. How this takes you and the party is up to you and it can be versatile and exciting how it can be used.

Slip Risk

Walking let alone moving at speed on slick, smooth ice is never easy. But when fighting nightmarish cannibal undead it becomes a battle on its own.

The area around this slick part of ice is considered difficult terrain. But it doesnโ€™t hamper the ability to traverse it but merely any creature moving at a normal pace must make a DC12 dexterity saving throw or fall prone. Once prone it takes a creature’s full movement to get back up safely, or if they roll a successful DC14 dexterity saving throw they can get up expending only half their movement.

Extreme Cold

More than just exhausted, the exposure to the elements was chilling to the bone and the party members’ fingers began to go numb and darken as the flesh froze.

Unless the creature is immune or resistant to cold damage, roll a DC12 Con save every time they take a rest or move through weather for more than two hours. If they fail they take 1d6 cold damage and their hit point maximum is reduced by that much. A long rest away from the cold will restore 1d6 hp to their maximum total which canโ€™t exceed their normal total.

Thanks for exploring a frozen layout for this weeks Saturday musings. Don’t forget to come back tomorrow for some more D&D content and as always, don’t forget to roll with advantage.
The Brazen Wolfe

Simpler D&D

Welcome everyone to a bit of a slower paced weekend and maybe some simpler D&D. Tonight after some time spent with friends the prospect of playing Dungeons and Dragons with kids. The one thing that stands in our way is the age.

When looking at D&D it takes understanding of social queues, maths and tactics to play D&D at its core. These concepts may be to difficult for children under seven or so to understand. But there are some simple adjustments we can make that will reduce the complexity for kids.

The d20 System is relatively simple but the concept of “pass/fail” can be hard for kids. Open legends RPG and a few other systems have the concept of ‘yes, but’ or ‘no, however’ where success can grant an additional benefit and failure… Isn’t always a failure. These shades of grey make RPG games with kids a bit easier. The wrong choice strategically may have a positive outcome that rewards child-mind problem solving and can even teach us how to be better DMs.

So having a miss or fail, still do something that progresses the encounter or story, and hyping up those big successes can be all it takes. Take away the math and use a scale of easy, medium or hard and make easy dc10, medium dc14, and hard dc18. To make it easier again, instead of adding modifiers to their dice rolls modify the DC down. As DMs and guides on their story let us handle the complexity and let them just roll dice and have fun.

The other concept is death in RPGs… As the noble hero you destroy undead, kill bad guys and thwart evil. But what if your child, or a friends child is not ready for that situation make it a food quest. Fighting walking foods who want to make them food. That chicken nugget may look brown and crispy.. but it fights like a goblin. Or make it a non lethal encounter and the party the elite police who have to capture the baddies.

Tailoring the adventure for your audience is a key skill for DMs, and even more so when your party consists of children.

Thanks for exploring the tip of this thought bubble tonight, come back again tomorrow for a long over due adventure as I play a bit of catch-up.
The Brazen Wolfe

Andrasa’s Defences

So tonight I wanted to look at Andrasa’s Defences and what she would have set up to keep her treasure and tower safe. Now being a powerful sorcerer she would have had access to magical traps and being as powerful as she was she would have many means to defend her sanctum. Or so the theory goes.

And with that said let’s have a peak at just some of the types of traps, puzzles or defences that a powerful mage would have.

Andrasa’s Defences

234SaAnDe

Magic Force Trap

Description:

The Magic force trap enchants an object, such as a statue or candelabra, so that it will launch several bolts of magical force when something comes into range. The direction, trigger and way the bolts can be configured when the spell is complete. When the trigger occurs the bolts of force launch towards the target that generated the trigger.

There are ways to configure the trigger to exclude creatures from being targeted but that is part of the casting.

Effect:

The targeted creature must make a DC14 Dex saving throw or be hit by 1d4+1 bolts of force that deal 1d6 force damage each. A successful saving throw ignores the damage. The bolts are barely visible due to the speed at which they are launched.

Disarming:

The trap almost always has a exclusion trigger set up. If the creature can work it out then they are not targeted. However they can determine that there is a trap with a successful DC15 active perception check or a DC12 investigation or arcana check. This is because the enchanted object normally glows and thrums slightly. If the object is destroyed the trap is disarmed, or the dispel magic spell will disarm the trap.


The Thunder Floor Trap

Description:

A hall way or room where several scorch or burn marks litter the ground indicate the thunder floor trap. While the term thunder represents the sound that the trap makes the immediate area around the room is statically charged. The other odd thing about this room is the way that furniture or ornaments may be arranged around the room or strange grooves in the roof. What people don’t realise, normally, until its too late is that there is a strong electrical trap that will shock anyone who touches the

Effect:

Once a creature touches the floor they must make a DC 15 dexterity saving throw or take 4d8 lightning damage immediately and at the start of each turn they start on the floor. Creatures wearing metal armour make this saving throw with disadvantage.
While touching the floor they must additionally make a DC14 constitution saving throw or be unable to use reactions, actions or bonus actions as the electricity courses through their bodies.

Disarming:

A successful DC 14 Investigation or Arcana skill check (depending if mechanical or magic) will reveal the trap. However disarming may be harder. (Dispel magic spell or locating the generator of electricity to disarm it. However the creator of such traps nearly always have a way to bypass it such as a secret room or walkway near the room. Those who want a less obvious way to bypass the trap may have furniture or wall decorations to climb and jump between to not touch the floor. However, for the more athletic of trap builders, roof holds to painstakingly climb across the roof of the room.


Cylinder of weightlessness

Description:

This trap is hard to see and harder to get around. A large room, passageway or open space with tall or no ceilings greets those about to encounter this trap. Once they step into the cylinder of weightlessness they immediately float up five feet upwards from the ground and continue to rise at a rate of 5 feet a turn until they can prevent themselves from floating upwards. The items and themselves weigh nothing whilst in these zones which themselves extend about 60 feet into the air, or, as high as the ceiling is if less than 60 feet.

Be warned, although the creature may be floating as if levitating a moderate to strong breeze will throw them outside of the zone and they will instantly regain their weight and fall the distance down to the ground below.

Effect:

A arcane sigil, coin, treasure chest, statue or a chair may be the focus point for this trap and here may be many of them in a room. There is normally a pattern so that the owner of the trap can avoid them as there is no safe way to get out of them.

Whenever a creature enters the cylinder’s space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the area but not know why apart from a feeling of doom and dread. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

Upon a failed saving throw the creature immediately floats five(5) feet into the air. At the start of their turn they float a further 5 feet up into the air. As they have no weight only creatures with a flying speed can move but they need to make a DC15 strength check to break free from the force of the trap.

Disarming:

Creature within 5 feet of the trap can take an action to pull a creature or object out of it. Doing so requires a successful DC 12 Strength check. The creature within can be pushed out by thrown objects as they are weightless while within the trap but they will take 1d6 bludgeoning damage from the fall for every 10 feet they fall.


Thanks for dropping by tonight for a look a few trap ideas. One inspired by the magic missile spell, another shocking grasps mixed with a modern tesla coil and the last, the good old Gelatinous Cube. These traps will make an appearance this weekend but with a few others as well. So don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Back to Trenchold

After a pretty shocking weekend where rest eluded most of the household I took a glance back to Trenchold. There is something special about those early level adventures that just brings me back. I think its how even the smallest and simplest of plots and hooks start the journey. Or its the fact that for the Party even the lowliest of creatures pose a threat. Regardless of what it is I plan to go back and wrap up the missed adventures and Trenchold was the plan for this weekend.

However after not sleeping since Friday night focusing is difficult so I will add what I have worked on for now to help with tomorrow nights Trenchold and new adventure post.

Back to Trenchold

Su333BaTTr

The Township of Trenchold

Trenchold – Created in Nightcafe

Trenchold has been at the mercy of the larger cities for as long as anyone can remember. The issue is that its too far away for anyone to send real help to their town if something goes wrong and that they don’t offer the larger cities anything other than what any other farming township could. It’s because of this that the disappearance and robbery of their wagons has gone unchecked for so long and the town is slowly running out of supplies.

It just so happens that the only wagon to make it into Trenchold had a group of adventurers who had come seeking work. Well work had just found them and the party were quickly made aware of the situation and what their arrival meant.

Rumours flooded over them of a band of thugs patrolling the roads. At first they just stole from the merchants and farmers now no one lives to tell the tale. A second rumour is that in the hills near Trenchold a demon stalks the rocks and forests. The beast is drawn to desperation and those who were preyed on by bandits for soo long reek of it.

The last rumour is that the local businessmen have orchestrated it in an attempt to drive up prices on their inferior quality tools and items. The people that believe this appear to be quick to riot and their anger and fear is evident from the short interaction with them.

What ever the cause the adventurers are here and the town of Trenchold is in need of heroes.


Thanks for joining me tonight and for looking at the opening blurb for Trouble at Trenchold. I plan to have a few reveals and fulfilled adventures this week so make sure you come back daily! And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

2023 Campaign Adventure 4

Good evening all and welcome to the fourth day of adventuring that the party experienced today. Whilst not giving away the campaign, adventure or plot moving forward I will attempt to write up each adventure this year continuing with my 2023 campaign adventure 4.

2023 Campaign Adventure 4

Sa333CaE4

Plot:

Warrendeep – Part 2

Warrendeep

“So not even a day on the job and you have committed murder”.

Those words spoken by Steffani caused a ripple of doubt to spread across Mordekai (Kai) and Tater. The body lay at their feet and the unconscious form of the halfling was currently being bound and taken inside. “You boys are running out of options now. It looks like the commotion has summoned the guard and they are on their way now.” Steffani said, nearly smiling. “Unfortunately as you aren’t sworn in members you aren’t protected. The Grey-cloaks offer some protection against misunderstandings like this. The crown has offered to be lenient when we are protecting the people of the city against the encroaching corruption.”

Kai and Tater were taken aback as they saw the guards walking towards them. “I happen to have the membership forms here, you just need to sign them.” Gwen said, appearing as Steffani called out for her.

After a few moments hesitation the forms were signed, Kai signing Taters name instead of his own, and the guards were left looking confused. Returning into the Tavern to firstly apologise to Marie and secondly some food and drink in them they then returned to interrogate the halfling.

Not wanting to be “persuaded” with pliers and harsher words the halfling agreed to comply with them. He revealed that he was trying to make friends and find a group to belong to and he found a pamphlet that described a secret meeting of individuals. Potential members had to go to Tilly’s Supplies, a general store, buy a single candle and state “A single candle to bring me back to the light” would be their secret phrase to gain access to the meeting. Once in there he was exposed to the groups, a bunch of people hooded and robed so no one could see their face, and their belief.

Following The Cult

They believed that the creatures appearing, these weird beings were the messengers of the ancient one, a god. They also believed that in by seeking out the messengers that they would be able to get closer to their gold and gain knowledge and power. However the halfling was there to just fit in.

Heading back to the halflings house, with Kai on the shoulders of Tater under a large robe, they then made their way to the general store. The girl manning the shop advised them that the meeting was held last week and that it hadn’t been held again. She then offered to show them the storage room where they met and grabbed a lantern as it was dark down there.

Moving down the stairs they came to a door that was lockable from the outside. Opening the door revealed a pile of crates in the middle of the room and two isles either side of it. Moving to the back of the room the store worker mentioned that she had seen a giant rat down here a short while ago and that this room always freaked her out. While Tater tried to lure it out with some left over curried goat that was trapped in his beard the halfling spotted the rate. While the party went to investigate the door to the cellar closed – the halfling apparently was just as terrified of rats as the girl. Now in pitch darkness the rat ran to a hole in the wall as Kai lifted a drift globe into the air just above his head casting the room into light once more.

Investigating the hole they recovered a pouch with a dagger, 6gp, a piece of parchment and a broken compass.

Closure

The compass was spinning around randomly before stopping abruptly. After a few seconds it would repeat and stop at another location. This process repeated indefinitely. The parchment turned out to be a crudely drawn map. The map had a few points of interest marked out but the writing around these places were in abyssal.

Taking the map and the compass back to Steffani and Gwen they were able to decipher a single common phrase “Meeting place” at each of points of interest. At the same time they noticed that the compass had stopped spinning or moving and had locked onto something in the alleyway. Investigating they revealed that the compass was pointing towards the hobgoblin Tuskur who was laying in a wagon and about to be taken to be disposed of by two guards. Accompanying the body they revealed along the way that the compass barely reacted to the purple goo and that once burnt the compass began to spin and suddenly stop randomly again. Perhaps the compass was indicating where the messengers of the ancient one were…

Taking the wagon that the carried Tuskur they made their way back the the guards barracks. There they met Capitan Stevenson, who obviously had no love for the grey-cloaks (the Inquisition into the strange creatures appearance and the chaos they brought). After this brief meeting they made their way back to the Five Fat Ravens Tavern and got some rest for the night – tomorrow was likely going to be a busy day.

Main NPCs:

Steffani

Gwen


Thanks for joining me tonight and for continuing on this campaign with me. I had planned a bit more this week but unfortunately we cut it short. But this just means more of a reveal next time. regardless I hope you enjoyed catching up on an overdue episode of my 2023 adventure!

Don’t forget to come back tomorrow as we wrap up last weeks adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Fellgorger

Tonight I wanted to dip in to something I tend to do as part of my normal D&D campaign, Monster creation and this weekend it’s the Fellgorger. Creating monsters is not mandatory but it can enrich the tabletop adventure you have planned for the session.

Now onto the Fellgorger!

The fellgorger appears to be feline by nature and about the size of large cat. Despite it being powerfully built the fellgorger constantly seeking food to fill its disended stomach. Powerful muscles enable it to take down most creatures its size or larger. However being cursed to never been sated only a few moments after eating their fill they find themselves hungry again shortly after.

This causes the fellgorger to also commit cannibalism frequently and so as a species they are rare and only a few tales of them are said around the camp fire tales of nightmares.

Fellgorger – Created in tetra-cube

Thanks for dropping by tonight for a look at the new creature tonight. This creature may not make an appearance in this weeks adventure, as such. However, its something that could be fun regardless. Don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Alternative Boons

Tonight I want to look at something that has always fascinated me with D&D and other RPGs, mounts. So tonight we look at what mounts could mean if they are requested as alternative boons, what limits should be drawn and any considerations.

So sit back, grab a coffee and look at some mounts…

Alternative Boons

Now for most mounts that we see already we have a few domestic animals such as horses, donkeys, goats and mastiffs. Occasionally we would see Camels, riding lizards, giant turtles and even bears which can all be different mounts depending on the situation. But what about more exotic mounts??

The owlbear

Now my love for the owlbear should be no secret now. Strong, fast and ferocious it makes a difficult creature to tame and train to be a mount. However there is something satisfying about charging into battle on the back of one of the most iconic D&D creatures out there.

Being a higher CR the process to get an Owlbear as a mount would be difficult and they are quite deadly in combat. But D&D 5e has rules for mounts and attacks so this is covered.

Now the consideration I would make is although they aren’t intelligence creatures they would likely be one to bond with a creature as a partner. So raising one from a chick is likely the only way that you could instil loyalty into one of these creatures as as mount

The Nightmare

Now while normally seen as the bad guys mount they make a wickedly cool mount. Fiends being as varied as they are numerous you could see that there would be different appearances of fields. So a nightmare constructed of living metal, wood, stone, or more gruesomely – rotting flesh could be a thing. Although they may have a flaming main and hooves they don’t have to be red flames either.

This makes them just badass. But to have one as a mount would require a strong charm, binding or contract with the fiend to bend it to serve the master who doesn’t align with its fiendish desires.

The Hippogriff

Now anyone who has seen Harry potter can probably recognise this creature. The Hippogriff is a pretty cool creature and although its often seen as a poor mans Griffin it still makes for one cool mount.

Hatched from eggs these creatures are likely to be reared from chicks and bonded to their master but they aren’t game breaking if someone has instilled loyalty into all hippogriffs in their ranch for welcome buyers.

The Griffon

Now we are getting somewhere. A Strong, fast mount that can fly and is cool as all heck. Most MMORPGs will have a griffon mount as something cool that your character can get at a later level and they generally are seen clad in armour and majestic as all hell.

But these creatures are remarked to be the toughest creature to tame and a true test of animal handling. So these may not be for the faint heart to steal an egg and raise.

Dinosaurs

The Ankylosaurus

Now some people out there would try and debate this statement but there is nearly no mount cooler than a dinosaur and the Anky holds a place in my heart.

Durable and it can pack a mean punch this creature is great for combat focused encounters. However its a bit slow so trying to use this as a means of transportation may be a bit risky.

Its also huge, so getting a stable organised for this massive herbivore may be a struggle.

The Allosaurus

Now for me the Allosaurus needs to be a size bigger, but its a fast ground predator that will be big enough for any player characters needs.

Vicious, packing a punch and it has a great perception skill to boot. This is a perfect hunting companion for parties who want that extra oomft.

However, its a bit low on the intelligence and as such it may take a bite out of its rider or the other mounts and creatures its master works with,

Like the owlbear I don’t think this is a creature that would take kindly to any other than the one that raised it trying to ride it.

Special Considerations

Now while we look at the comparison of a mount, or several, vs the benefit and value of a keep, land , titles or magical items the balance isn’t quite there. The alternative boons that we could have vs a mount are likely to bring more people in but what if the party are at that level where a dinosaur just isn’t cool enough. The next few creatures are other options that may just break the balance of the game but should be considered.


Thanks for joining tonight. I wanted to look at other alternative boons that we could consider for our party if they asked for something a bit different. Some are easier to come across and others are perhaps a bit rarer and harder to tame and raise.

Tomorrow we end of the week with something a bit different. So don’t forget to come back for that and as always, don’t forget to roll with advantage,
The Brazen Wolfe

2023 Campaign Adventure 3

Good evening all and welcome to the night of my second adventure and the brief summary I want to provide for it. Whilst not giving away the campaign, adventure or mystery I will attempt to write up each adventure this year starting with my 2023 campaign adventure 3.

2023 Campaign Adventure 3

Sa320CaE3

Plot:

Warrendeep

Warrendeep

Mordekai (Kai) and Tater have arrived at Warrendeep with most of the caravans crew safe and their passengers accounted for. Upon arrival they are given some rough directions to The Five Fat Ravens Tavern (I couldn’t resist using the name). But along the way there they ran into a young boy who they caught pickpocketing. Tater convinced the boy to give back the stolen coins and when asked why he told them of the current terrible state of the local orphanage.

The children are made to pay for their food and lodgings. Those who can’t pay are sent to the weaver house where they are made to work around dangerous contraptions that create textiles. Those who can’t work there or who are big and strong enough are sent to work in the forges smelting iron. It’s no wonder that the boy feels like he must steal to pay for his food and bed. Tater took pity on the boy and bought him some food before Sam arrived to go to the Tavern. Tater discussed the options of what to do with the boy and suggested an apprenticeship with Sam and his Caravan.

The Tavern

Five Fat Ravens Tavern

As Kai and Tater head towards the Five Fat Ravens Tavern, Kai visited the temple of Illmater and, as instructed by his ‘father’, swore his oath of redemption before the high priest of the temple. However the terms of his service weren’t quite what he was expecting.

Meanwhile Tater went into the inn and got started talking to Sam about the owed compensation for their work. A hefty gold sum was provided which Tater offered a large amount of back to Sam if he would consider taking the boy with him and away from this city. Sam promised to consider all potential ways that he could do this.

Soon they were filing into a back room with Groku who was shepherded in by Marie, the owner of the tavern. Moving through the door into a meeting room they were greeted by Gwen, the ‘gate keeper’ of the Inquisition who could detect lies. Her role was to work out if those coming to them were candidates or not.

The meeting

After discussing their encounters with the weird creatures on their journey, and trying to weasel out some money from Gwen they were shown through to meet Captain Steffani, leader of this inquisition into the weird. Upon discussing and revealing a bit about their current situation Steffani lied about the imminent danger of everyone in the room, stating that a cult monitored the inquisition and hunted their members down. Half the room emptied leaving a few brave souls remaining. However despite being brave Steffani revealed her ruse and explained that there was a cult, but they were mostly harmless. They were worshippers of the creatures and wanted to learn what the inquisition knew so that they could meet their idols.

This caused a Halfling to get agitated and leave the room in a hurry. Tater and Kai left after him but not before a large hobgoblin (who was exceedingly rude) ran out the door after the halfling first. A bit of a chase later and Kai was ducking under the clumsy blow of the halfling. A short scuffle later and the halfling was unconscious but alive at their feet. However danger approached.

Closure

The hobgoblin, Tuskur, attacked the party wanting to claim the credit for himself and a largely comical fight broke out. However upon getting serious Tater separated a hand from their assailant which revealed large purple tubular worms wiggling from his stump. This up’d the ante considerably and soon after they had cut the man clean in half. Deciding it was a better idea to take the body into the Tavern via a back entrance than bring the inquisition out Kai was accosted by the Taverns bouncer, Salvador, and dragged back out the way he came. But when the captain, Steffani, came to see the body of the Hobgoblin out the back of the tavern she calmly stated “So not even a day on the job and you have committed murder”.

Main NPCs:

Steffani

Groku
Gwen

Sam

Creatures for combat:


Thanks for joining me tonight and for continuing on this campaign with me. I had planned a much more intense week this week but due to a health I had to shorten it down a bit tonight. regardless I hope you enjoyed catching up on an overdue episode of my 2023 adventure!

Don’t forget to come back tomorrow as we wrap up last weeks adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Update: The Source of Revelry

I have worked through the problems with the PDF and uploaded it now with a few extra images, fleshed out encounter and a few other things! To check it out read The Source of revelry which is last weeks adventure!

Update: The Source of Revelry

I also spend a bit of time working on a battle map – not content to have another week of theatre of the mind I wanted to spruce this week up a bit. So check out the map bellow of Willows Grove!

326SuWiGr

Willows Grove – created in Inkarnate

Now I best get on with this weeks adventure!


Thanks for tuning in and checking out the finished product for last week. Don’t forget to look out for another update for this week coming shortly and, as always, don’t forget to roll with advantage,
The Brazen Wolfe