A frightful encounter

Hi all and welcome to another night here at Brazen Wolfe Tabletop where tonight is FIGHT NIGHT!

A little bit excited tonight to try and bring it home with this weeks final piece for the adventure, the encounter.

So, without giving away too much let’s step into the chaotic halls of Katyas family home.


Cult of the blessed one

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The setting

The Family can be in any room but I would consider the Library or the large bedroom at the opposite end of the hall. These rooms are large enough for a confrontation and gives the family an advantage in a fight. Needless to say that warping the house to its current state the family is immune to the various environmental effects that occur within the walls and when utilising their legendary abilities and lair actions I would consider the walls and floors as non-existent as they are nearly one with the house by this stage. More on that in a moment.

The tactics

The family fight as one, each knows what they need to do and how to work as a team as they have been living and working together for many years now.

Aunt used her strength to bully those who stand in her way – using her abilities to throw people around or try and push them out windows as a way to control the engagement. Her ability to target one person and gain advantage would be her releasing her pent up rage, energy and fanatical faith in the blessed one to try and tap more into the demonic energy that courses through the family. Despite being kitted out for combat she is extremely defensive and wont stray too far from Father, Mother and especially Uncle as he is the frailest of them all.

Uncle will wait until the time is right to use his legendary action, looking to alter reality to make himself appear faster where the target of the initiative switch becomes that much slower. He will use this ability to try and better position himself away from combat by swapping with someone who is coming up next rather than just the highest person in the initiative order. His ability Spark is to be used as a way of launching an offensive spell after casting a defensive one or to try and provide suppressive fire against multiple targets that are getting too close to his family – particularly Aunt.

Father is the master mind of all – standing back and using his spells (which should have a demonic feel/ description such as green-black flames and the like) to harass the enemy backline. He will heal his family first and foremost but will also stand with Aunt if the front line begins to crumble using the ability to misty step into combat just as readily to step out. His legendary ability giving him the ability to re-heal (small caveat being put here) is intended to be used on damage suffered in that turn or at least most recently – this means that if he wont keep coming back to life but it should be used to make him appear as if he is truly blessed by his dark lord and perhaps bring him back to consciousness once in the fight IF IT MAKES SENSE TO DO SO. I would also rule that if his family is down, Mother, Uncle and Aunt then his legendary ability will also no longer trigger as the lore/theory behind it is his devotion to the Blessed one and his family keeps pushing him through the pain and suffering he encounters.

Mother slipping through shadows with the families lair ability to misty step through walls/floors and her own legendary action to disengage and hide. She would focus on those who can be caught unawares and may even ambush the party when they are exploring the home – utilising the misty step like ability or trying to fear the party from shifting out of her motherly appearance into the gaunt, nightmarish near-demonic appearance that they have warped into.

The stat-blocks (mind the little typos.. only realised AFTER I had finished them all)


Thanks for joining me for another night here at Brazen Wolfe Tabletop and I wish that this encounter gives you something to think about for your own games. Now this is designed to be an very challenging encounter where the party risk at dropping down – but the low AC and low health (relatively speaking) of the family means that victory is achievable if the party have a solid plan, or, work together as a team during the fight – much like the family does.

Don’t forget to come back tomorrow and to set aside some time for your own tabletop this weekend and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Silent as the grave

Welcome to Friday (also known as fight night) what we look the encounter for the week whether it is combat, puzzle or a social encounter.

This week we fins ourselves in a snow covered graveyard, or on the road to such a place, where the party are ambushed by a group of creatures led by something hopefully the players will remember, perhaps not fondly though.


Howls amongst the gravestones

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Walking towards where Paul was thought to be working the party could find signs that he was there and in the fresh snow they may also find footprints indicating that he was dragged from where he fell.

There would also be paw prints following from where he was injured and dragged. A total of 6 sets of smaller prints and then a larger set of prints. A dc13 survival check would identify the smaller prints as wolves and a dc15 check (same check different info based on what the character rolled) would identify the prints as a dire wolf, but something was wrong with it as if it wasn’t well.

The dire wolf is actually a Grave Wolf, a creature that spent too long feasting on creatures and bodies imbued with necrotic energy that it warped its physiology and started to affect its body.

For this encounter I would assume a Party of 4 level 2 or higher players and we are looking for that tipping point of “hard but not deadly” for this kobold fight club was used, I can’t not use this tool, and we have the below result.

The stat blocks are as follows. On the way there the party would encounter three wolves that try and ambush the party on the road.

Then at the graveyard we would have three more wolves and a grave wolf, if the grave wolf doesn’t feel right kr natch your theme a dire wold would be a fine replacement.

The wolves would wait until the party reach Paul before springing their attack, waiting amongst the graves and tombstones (stealth check) before dashing out to ambush when they are distracted by Paul.


Thats what we have for tonight to wrap up this weeks content. Come back this weekend to see the finishing touches on the adventure and how it ties in with what we know already.

Don’t forget to let me know what you think about the creatures and if you use the grave wolf in your own adventure. And, as always, don’t forget to roll with advantage,

The Brazen Wolfe

Snow Stalkers

Hello all and welcome to Friday night (fightnight as I like to think of it!). Tonight we have a few small encounters that I want to run as part of the sudden change in weather that we had in last nights part of the adventure.

As last months adventure components didn’t have much in the terms of combat out side of the gaki this week I want to delve into a bit more combat to highlight the oddity at the sudden change in the weather. So this week lets explore creatures that may call the sudden frigid temperatures home and look at how we can include them in our adventure.


Death delivered on white wings

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As the wind and snow picked up and the party realised that they were becoming increasingly lost each moment they spent in the snowstorm. The snow and wind distorted noise and the area was blanketed in a dull roar of sound as the weather raged on. Such was the noise from the wind and snow and the bright white of the falling ice that no one noticed the flurry of white wings in the sky nor the whistle of wind through feathers or the cries of alarms as the beasts sank talons into shoulders, armour and bone.

Now not usually a pack hunter but a group of three or four of these for a part of 3-4 level 1 or level 2 players should be sufficient enough to pose a threat without being too overwhelming. Considering the white snow (heavy precipitation) strong wind and environment the owls will approach silently (+4 stealth, party has disadvantage on perception checks for sight and hearing) and with their surprising strength (13) they can carry an impressive 195lbs of weight. Many large birds of prey when they encounter something that is a bit too hard for their talons or beak to crack will carry it high into the air and drop it. This would be the same case for these owls. Grabbing a player and attempting to lift it off the ground (I’d roll it as a grapple attempt in addition to the talon attack) before flying as high as they can with the weight before dropping the creature.

They are wise, and intelligent enough to know to retreat if they take too much damage (dropping below 7hp considering their health pools) and with the ability to do hit and run tactics with flyby if they are unable to grapple and lift off with their prey they would fly off and attempt another swoop shortly.

Ok for the second creature lets write that up.


As the snow and wind died down the party stumbled out of the trees after the owls had ambushed them amongst the branches and canopy of snow and ice covered leaves. The smell of the owls tangy blood mixed with their own and travels along the remaining wind and stained the snow as they walked.

As they walked for some time and stopped for a break finding it difficult to continue walking through the deep snow on the ground the party became acutely aware that they were being followed. As they readied the stomp of heavy footfalls and loud breathing could be heard just as a ogre being led by a brown bear appeared following their tracks.

This one is another simple one, the half-ogre and bear are following their prey and have found them. This would be balanced for a level 2 party but if it was just level 1 party members I would just have the half-ogre appear. The Ogre would release his bear before charging in after it and then it would end up being a pretty straight forward fight.


Well thats all we have, this requires the party to be out in the wilderness or at least away from the town to be effective. The plan here would be the party leaving to go to somewhere nearby (perhaps ruins, a house, The Manor on the hill where Katya lives) and getting mildly lost in a blizzard. The rest is easy. Give the party enough time to have a short rest between the combats and everything should be balanced enough.

Don’t forget to come back tomorrow for some more content and as always, don’t forget to roll with advantage,
The Brazen Wolfe

A small change in plans

Welcome to fight night where, not really having much more this week than a mild side quest for the party to go and retrieve something for the priestess (a possible replacement in the form of a budding priestess of Chauntea who is believed to be more powerful) this week is a bit light on in content.

But what this week does bring is the ability to look at something that I believe everyone should experience in their d&d adventures, travel and ‘roadside encounters’. These can take place in a few ways, not all of them are bad, some can be quite good… Some that is. So lets have a look at a handful of potential roadside encounters that could be used on the road to the encampment in the merchant state of Amn.


Roadside Riddles, Ruckus and Roast

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The party travel of half a day before the smell of roasting meat greets them from amongst a small copse of trees which has a faint tune rustling from within the trunks and branches. Approaching they find a small halfling with six bags placed in neat circle around a large spit which boasts the largest assortment of roasting meat that the party has seen in quite some time. Upon seeing the party the halfling smiles and begins to change his song to talk about how a lone halfling traveller ran into a party of travellers and invited them to come eat with him around his fire.

DC15 nature or survival check would reveal that something was odd about the cuts of meat – these appear to be too small for large game native to this area and too large for the game that would be there. Characters with high perception (passive or DC14) would notice that the bags strewn around the firepit all look to be well travelled and sized for creatures other than the halfling.
If questioned he replies that he is waiting for his travelling companions to return from a nearby town with supplies before they head off again and that the roast was a feast of good luck and bounty before they head off. An insight check (DC12) would reveal he is lying. Beating by 5 points or more the character would notice a hungry look in the halflings eyes as he looks at the party and become concerned for their wellbeing.

The halfling is actually cannibalistic and lures travellers to his grove where he poisons them with the roast meat (DC12 constitution saving throw or fall unconscious) where upon he leaps upon the unconscious people and starts to stab at them. The halfling has the stats of the spy from the monster manual.


The party have travelled for a number of days down the road after a dense and heavy fog suddenly appeared and it wasn’t the first time that the party had realised they were lost. After backtracking, trying a new direction and other methods when they become frustrated a merry chuckle can be heard from near by. A few moments pass before a small floating humanoid appears who reveals with a joyous squeak of a voice that its name is Barnelby and he has trapped the party in a fog for its own amusement. Threats and attempts at violence only cause the fey-creature to laugh more at the parties growing frustration before he offers them a deal. He will set them free if they can answer a riddle or three! answer two out of three riddles correctly means that they are free!

The riddles here should not be too difficult. The idea here is for a fun encounter rather than something that actually harms the players. I believe the middle riddle should be hardest to set the mood for the party. Best out of three it is so one wrong one and the party is fine. IF the party do lose then the fey creature returns again the following day with the same deal. If the party asks the creature a riddle it is over joyed with delight and will attempt its hardest to answer and if it gets one wrong it will laugh until it falls to the ground. If the answer 2 our of three riddles correctly or they ask a riddle it doesn’t understand then before the party realise that the mist has disappeared and they find themselves in front of their destination with nearly no time lost in the mists. The party will occasionally hear the laugher of the fey creature when the surrounding area is super quiet but it does not appear again.
Example Riddles:

“What lives in the forest but has no skin, no feathers nor brain but many limbs” – A tree/branch.

“I build castles, yet tear down mountains, make some men blind, and other see. What am I?” – Sand.

And in a sing-song voice “I am green as emeralds when placed below the sky. I do not breath any air but I never ask why. If you try and shelter me, I simply shrink and die. The answer to this riddle is simply who am I?” – A plant.


The party have set up camp in a camping grounds not too far from their destination amongst a slew of other caravans, wagons and tents that have a ready supply of guards and mercenaries mingling with music, food and dancing aplenty. During the night and merriment a dwarf storms over from a nearby wagon and sits down angrily next to the party. A moment later two other dwarves come up and an argument breaks out. The first dwarf swears he will never join their band again and that he now swears allegiance to the party!

The party soon realise that the dwarf, Rubael, is extremely clingy, needy and has not felt valued with his previous group of dwarves, his actual brothers. If the party talk to the dwarves brothers Bubael and John… they find out that he is always getting into trouble, he hates authority and frequently has their goods, possessions and sometimes hard earned coin taken by city guards due to the way he acts. They just want their brother to act like a mighty Bronzebeard (their clan name) and stop giving into his angry nature when working amongst humans and the like. They are worried that without their protection that no amount of bribery of gold, goods or possessions will prevent the guards from going easy on the firecracker next time.

The party have to work out what to do – could be an opportunity to have an ally, who may cause more trouble than he is worth, but he is a strong and dependable fighter if the party can see past his jagged razor like edges.


So many things can happen on the road, these are just examples. Looking at the Faerun map every major city is hundreds of miles apart, so days of travel and to break up that slow dredge or low narrative of moving between starting and end point of the adventure with one of these light hearted (or fatal if you don’t see past the cannibalistic halflings ruse) could help make the travelling aspect of D&D more enjoyable for all.

Don’t forget to come back tomorrow for more content, I am preparing for a Warhammer game on Sunday (in person.. I know!) to help a friend and local community member prepare for a tournament so I will try and post that battle report style writeup on Sunday. Tomorrow I hope to have some more content for you but until then, don’t forget to roll with advantage,
The Brazen Wolfe

The Family home

Welcome to Friday and that normally means Fight Night! here at Brazen Wolfe Tabletop. Tonight I have something that I hope will spice up the encounter with the Gaki just that little bit more to make it feel like a true end of adventure encounter, it is also something I haven’t used before in a campaign of adventure but I believe it will become part of my homebrew toolbox moving forwards.

Last we saw Kyoko, Takeo and Hurane being knocked unconscious and thrown down below deck on the Ren families ship – not an ideal situation to be in with a angry and desperate Gaki spirit. Tonight we will investigate that final confrontation between the party, with their blessed silvered weapons as they go to investigate a mysterious note left on Captain Kyoko’s desk stating that the Gaki spirit must be at the Ren families boat. So without any more of a re-cap lets get on with the content for tonight’s encounter setup, also known as fightnight!


The possessed ship

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In addition to the normal stat-block that the Gaki has he will be accompanied by the unconcious, yet possessed bodies of his daughter and grand daughter, Hana and Saki. As they approach the party in a shuffling, disjointed manner the party can see a dark mist flickering about them as tears streak down their face and a look of anguish and confusion as one of them, Hana – the grand daughter, breaks the possession for a moment to scream for the party to run, to escape as her grandfather had full control of the ship now and it wasn’t safe. After the warning she would go limp, falling to the floor before slowly standing back up with a the same anguish filled face as her mother as they both stumble towards them.

Both Hana and Saki follow the commoner template below.

Lair Actions

On initiative count 20 (losing initiative ties), the Gaki spirit (Grandfather Ren) takes a lair action to cause one of the following effects; the Gaki canโ€™t use the same effect two rounds in a row:

  • Waves of water that are within 5ft of the edge of the ship crash onto the deck before draining outwards under the railing. Any creature on the deck within 5 feet of the railing (edge of the boat) must succeed on a DC 12 Strength saving throw or be pulled up to 20 feet into the water overboard and knockedย prone.
  • A knife, hook, oar, shard of glass, bottle or other object on the ship flies towards each member of the party. Any creature on the deck of the ship must make on a DC 12 Dexterity saving throw, taking 5ย (2d4)ย piercing damage on a failed save, or half as much damage on a successful one.
  • A wave of dark mist suddenly blows across the deck of the ship centred on the cabin and extending for 30ft on deck before dissipating. Any creature caught in the wave of mist must make a DC12 Constitution saving throw or become poisoned until the start of the creatures next turn as they retch and become overwhelmed with nausea and hunger. A creature that succeeds on their saving throw has advantage on the next constitution saving throw for the same dark mist next time and a subsequent success will grant them immunity to the third time they are affected.

The Gaki will be in the Cabin at the stern of the ship, for reference perhaps check out the ship map in my Ship Life post from November. Hana and Saki are meant really as a morale dilemma for the party. Knocking them out is what is preferred – hence why I have Hana waking up to warn the party to show that 1, they are possessed and 2, they can wake up from it. Their purpose isn’t to damage or attack the party but to try and grapple (likely unsuccessfully) and disarm the silver weapons where possible. Once unconscious, or you know, dead, the party will find Grandfather Ren – Gaki spirit in the cabin wearing his Hiro body and likely holding something valuable that maybe the perceptive party member may recognise from Takeo or Kyoko. Maybe a Short blade with an elegant long handle (wakatashi) that they have seen Kyoko wearing before in almost a ceremonial manner.

This is to trigger the party into knowing that Kyoko may have been here or is somewhere near by. The Gaki would likely be enraged and continue to use lair actions whilst dashing in to attack the party members who fall, slip or otherwise are hindered by the Gaki’s possessed ship lair actions. He would be aware of any remaining silvered weapons and avoid these characters at all cost unless there was no option. Once reduced to 0 HP by a silvered weapon the dark mist would shriek outwards from Hiro and fly into a urn that was the only non desecrated item in this room upon a mantle with a kind, smiling gentleman sitting above it in a painting. When Hiro wakes up (as he will be wounded by not dead – his grandfather wouldn’t let him die now would he) he would rush past the party wanting to check on his family and Kyoko, Takeo and Hurane.


That would conclude tonight’s adventure and the encounter with the Gaki spirit. What do you all think about lair actions? They are meant to be something that really threatens the party, that puts the party in a dangerous situation and can really put the adventure in the favour of the creature that is heavily out numbered. I hope to use these a lot this year as I have some bigger plans in the work for 2022 and am excited to bring them to you all for your enjoyment and hopefully your use in your own campaigns.

Don’t forget to come back this weekend for some, dare I hope for it, Warhammer content as well as the summary and conclusion of this part of the Red Fleet campaign! And, as always, don’t forget to roll with advantage!
The Brazen Wolfe

Gaki – Hunger Spirit

Hi all and welcome to Fight-night (also known as Friday). Tonight I wanted to reveal the stat-block for the dark mist creature, touch on the tactics to employ with it (as there is no map as it could be encountered in any inn room, bed room, street or tavern floor etc.) as well as introduce Lizbet, the priestess of Chauntea.

So to roll like a weighted dice, let’s get on with the write-up.


Gaki – Hunger Spirit

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The Gaki is the spirit of someone who left this world without achieving a great desire and being so driven to achieve this goal they hungered for it even in death. Normally these creatures die without having much to their name, no means to survive or achieve their goal so when they find themselves returned as one of the undead they immediately try and rectify this by, generally, approaching one of their family members and asking them to help the spirit complete it’s dying wish. In doing so they take possession of the body at night as they are fearful of what they will see in themselves come the morning light of the sun.

During the day the possessed creature has no signs that they carry something within them unless the creatures hunger or lust for their desired object is so great that the creature risks exposing themselves to sunlight to get at what they seek. At night however the almost malevolent hunger that fuels these creatures takes form of a great inky black mist that surrounds their host and turns their body of flesh and bones into something incorporeal, mostly. Its arms, hands and mouth are always physical (yet able to turn to mist to achieve its goals) and this gives the creature a nightmarish appearance at night.

The Gaki are so terrified of their own appearance that they avoid Silver, being mirrors, at all costs and unless driven nearly insane by their hunger they will flee at the mere sigh of silver whether it’s coins, weapons, jewellery, dining and cooking utensils or armour.

Although their hungers all differ they all have an affinity for destroying magical items as a way of fuelling themselves and their incorporeal form.

The Gaki, in this adventures instance, is also bound by wards made from liquified silver as the ‘magical wards’ appear as molten silver metal that reflects the very nature of their soul. Not even their hunger will let them pass wards made with this special liquid created by the Red Fleets alchemists and priests. The Gaki this adventure hungers for wealth and promised its family (who it resides within) that it would grant them wealth and success in business if they allow it to help them. However once surrounded by minor magical trinkets, and some not-so-minor, it became overwhelmed by its hunger for wealth and desire to obtain more and was driven into a feeding frenzy to sustain the amount of energy it was using in its pursuit of wealth.


Priestess Elizabeth ‘Lizbet’

The youngest priestess to be granted favour from Chauntea in the town of Daye for quite a number of decades she is seen to be a child of prophecy and as such is granted praise and status not readily given. This year her order and the town came together to celebrate her coming with age and organised a special gift from the visiting merchants known as the Red Fleet to celebrate her blessings and her age.

Despite the praise and gifts granted to her she is level headed, humble and only seeks to aid and teach Chaunteas blessings to those who are seeking it. She is warm, friendly and an excellent judge of character and as such is known to see the true intentions of those who would seek to mislead and trick her. This is aided by some of the magical trinkets that she keeps on her person that seek to keep her from harm and rumours of her power as a priestess has spread to neighbouring villages and towns.


Well that’s it for today. Some of the images for NPCs have started to look more and more similar as I tend to have a “Type” when creating a NPC. But non-the-less I hope you enjoyed to days content and hope I will see you in the following days reading the weekend writeups.

Don’t forget to let me know if you like the content or use it and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Across starlit rooftops

Welcome to a late Friday update where we look at encounters!

Tonight I want to explore something, a mechanic that will make sense after this weekends update.


Thatch, brick and open sky.

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I want to entertain the feature of the dungeon master guide again, the chase.

When the chase begins you establish a few things. The distance between the pursued (quarry) and the pursuers, the position of them and the lead pursuer and any immediate hazards or obstacles

The lead pursuer is who ever is closest and may change per round depending on who is closest.

The position will be important for this adventure as we will have vertical distance as well as horizontal distance which affects sight amongst other things.

The actual encounter is simply the discovery of a suspicious person on a roof, a chase and then either questioning them or trying to work out who they were based on some queues given during the chase.

If the chase continues on the rooftops then a dexterity check(dc10) would need to be made per movement action taken, dash or otherwise, if failed then the roof collapses and the creature has their leg stuck (prone) until they can pull themselves free (dc10 strengths check).

Guards will be alerted if the party or their quarry is loud. They may try and intercept the party on the roof of they are discovered. On the roads the party will be encountered with intersections where every round roll a dice.

On a 1 there is an intersection where the path to the left is a dead end after 15 ft and the right continues 15ft to the right then turns forward again (left turn to head in the same direction of their quarry) 2-3 the path continues forward with no blockage and on a 4 the path to the right is blocked after 15ft but the left path is unblocks and after 15 ft the path turns right to follow the quarry.

On the road they may find drunken citizens, thugs/thieves, startled citizens who shriek for the guard when they see the party or a group of guards who try and stop the party.

The idea here is the classic Street chase to find information on a lead to the creature and the missing items.


Well that’s it. A bit of a shorter encounter today but over the weekend I hope to give more information to help play out this section of the adventure.

Don’t forget to come back tomorrow for more content and as always don’t forget to roll with advantage,

The Brazen Wolfe

Something swims this way…

Friday is here and it has brought with it FightNight! Yes the end of the working week is finally here and that brings a collection of stat-blocks or information for us to use in this weeks adventure. Since I am hoping to do a bigger write up this weekend I will keep tonight’s content short and sweet but hopefully full of content, and some information that will make this weeks adventure/ combat inspiring.

This week I went to go to my normal “Tetra-cube ” for my stat block generator and decided that I wanted to mix it up a little bit. So let’s not get dillydally and get caught out in the tide and let’s get on with the writeup!


It’s called a lance

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Two new creatures that I haven’t seen before (the Seawolf was an old favourite from Advanced Dungeons and Dragons, when I first started to DM…) for us to enjoy this week.

CR3 Dark Coral Knight
CR1 Seawolf

This week I used a different tool (Gasp!), oh yes I stepped away from Tetra-cube and looked at RPG Workshop. The interface is easy enough to use, a bit hard to see and scroll down the bottom of larger stat blocks and the ability to import an existing statblock as a template/skeleton was sorely missed but it was a lot easier to create what I wanted and, dare I say, not as confusing.

One thing that you may see as above though is that there is no Challenge Rating – That is something that RPG Workshop does not do. But the Knight is CR3 and the Wolf is CR1. The idea here is that the Seawolf knights would be fast skirmishers t hat would dart in with their lances and try and harass the foe but with enough armour (weird how breast plate, a shield and non-pathetic AC is actually really solid.. hmm..) to stick around one turn before urging their mounts away for another charging attack with the lance. If they find themselves mount-less then they would switch to their longsword and try and hold out until reinforcements arrive.


Hail to the king…

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We had to bring the king into this, even if the fates deem that he doesn’t join us in the adventure this week I wanted to have him ready to go this week in case we finish with the Arciryas arc this week and move onto something next week.. Just saying.. I mean it’s a possibility.

CR4 King Felris

So the King is not the highest CR monster we have, but I would not catch him away from a mount nor guard or several who are willing to die for him. Where he is really going to be brutal is fighting something one on one where his guard and knights can pin and hold down his foes allies so he can bring his multi attacks and cursed coral blade into play which only makes him stronger.


Depending on the CR of the adventurers you are playing with you could mix (and I will be…) previous weeks content such as the tide warriors, Sea Guard or even a possessed or few to really give the impression that the party is fighting against an army that was on the way to conquering a sea-side city. Waves, many waves of enemies (not the watery ones.. I can’t be punny 100% of the time) is how I would play this out with knights engaging first, then warriors, then the guard and the king.

Giving a set number of rounds that you think your party would need to be able to chunk through the attackers (or defenders.. we will see) and adding a round or two before the next wave begins will give them time to rest, some flexibility if the party take longer or the dice take their sweet time to start rolling normally between one wave and the next.

Also consider that these are not stupid creatures or undead and they would value their life. Once they take some real damage (for me thats around 25% of their hit points remaining) they could likely flee. Warriors and maybe the possessed definitely, the knights perhaps not and the guard definitely not a chance of them fleeing. The king may retreat and order his guard to hold back the party while he swims away (and this may give up the tactics for the final writeup) as in his eyes he is the only one who is capable to rule and save his people.

Well that has got to be all for tonight. Thanks for joining me and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Attack at the old docks…

Fight-night (Friday) is here and that brings with it an encounter designed to test our party. But with this week it has new and improved stat-blocks*! . This Friday I want to slow things down a bit and look at the mechanics behind the fight as I want to spend some time (probably as my weekend writeup) and explore this encounter more as really, it’s the whole crux of the adventure.

This week we find out players being left out in the open as bait for the invaders/ambushers but knowing our party (as we should do as DMs) there isn’t much we can throw at them that will get them in any real danger.

*Well, fixed a few mistakes from last weeks encounters (added amphibious, swim speed and a few other things here and there)


Ghost ship

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The idea behind this fight is two-fold, a few tide warriors will try and ambush the party on the docks, perhaps killing a few drunks loitering around the Block and Tackle before ambushing the party. As the Party is being ambushed by the Tide warriors a few row boats will shout out announcing aid, some of these sailors are indeed here to help the party and will help throw the numbers in the favour of the party (around turn 3 or so). Once the tide warriors are dispatched the captain of one of the boats will introduce himself and that he received word to send his crew to come aid the party. As this is happening a few ‘soldiers’ will come running towards them from the city, a keen eye (perception or insight once they start talking) will note that the glances between the newcomers and a few of the sailors who came off the boat.

Those who are aware of this exchange will be spared a surprise round of combat when the possessed sailors attack the back of the group in the middle and the soldiers attack the front (where the players should be at the moment).

The idea here is to have waves of combat. Tide warriors attacking as such:

  • Round 1 – 2 warriors per player
  • Round 2 – 1 warrior added per player
  • Round 3 – 2 warriors per player
  • ~Reinforcements arrive and take on the 2 new warriors per player~
  • ~No further reinforcements~

~Break in combat~

The second wave will be a bit tougher as it involves the possessed who are a lot more resilient.

Round 2

3 possessed per player, that is 6 attacking from the newly joined and 6 from the sailors on that ‘helped’ fight off the Tide Warriors. The idea here is that periods of hard fighting should give the party a challenge, but the sailors here (assume they are Guards with worse AC. Maybe hide or leather and maybe a shield so AC 13 instead of a respectable 16.) should give them some assistance but they need to feel overwhelmed. I wouldn’t bother to roll with the attacks and damages from the sailors as they won’t be able to really damage the possessed so I would describe the possessed each taking down a sailor each per turn – or Roll a d6 and on a 4+ one of the sailors falls to a possessed. On a 3+ they manage to fight back for another turn or so.

The idea behind this is that the party should be the ones to win the battle here – not the NPCs. The NPCs came to their aid so even maybe the blackest of hearted players may stick around to save the sailors and try and fight off the possessed.


That’s it for tonight, come back on the weekend to read the full fight scene (hopefully I can do the ‘action scene’ justice on paper as well as it plays out in my mind.) and wrap up part 2 of this adventure!

Don’t forget, if you use anything from this week I would love to hear about it and the same goes if you have questions, comments and feedback on any of this weeks content – I write it for it to be read so I want to make sure that it is some-what decent!

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

As swift as an undercurrent…

Fight-night is here and this Friday we are looking at two potential encounters, one at the wizards hut and one by the beach so lets get the sandals out and try and find where we left the beach towel.

As normal the weapons of choice I use for this weeks Stat blocks is the ever impressive Tetra-cube and any balance (although I focused more on what would be an exciting fight than a balanced one this week) was done in Kobold fight club plus.


To a wizards aid

11FrWa

As the party strolled on the patchwork of spongy grass and sand as they walked up a hill towards the collection of houses that belonged to an eclectic mix of individuals who for what ever reason avoided the complexity of life in the city of Arciryas and moved to live next to the waves and the beach named Long Tooth beach.

As the party reached the quest the sound of cawing gulls greeted their ears as salty sea air washed over their slightly sweaty faces (it was quite a steep hill) and they looked down upon the quiet selection of houses. The houses were crafted by boards of wood creating a barrier against the outside, a mixture of thatch and earth grew flowers and mosses to form a living roof that thrived in the moisture ridden sea air. The setting sun behind them gave the rooves and sand an orange glow that made the town look alive despite no visible movement.

“It’s awfully quiet,” Ray quietly mused as he look across the collection of houses, some of which had doors swinging open in the breeze, “I have the feeling we aren’t the only ones who have visited this place”.

Drawing their weapons Mike, Ray and Dusk strode down the hill, the large jagged rock formation ahead and to the left made it obvious why the beach was named ‘Long Tooth beach’.

“I would have imagined that we would have been greeted, or a door slammed at least if it was a hermit colony” Zandar said standing just behind the three warriors in front of him.

Soon enough as they reached the first of the houses the stench of death greeted them. The other houses in the area all had the same grim discovery waiting the adventurers. The inhabitants within each house were found within their bed, sitting at their table or on the floor with a puncture mark in their neck but no visible gush of blood around the point of injury.

As they left the last of the houses they noticed a flash of light at the last house to the north of the colony. Approaching with as much stealth as three men in heavy armor could muster they made their way to the two story cottage at the peak of another grassy crest.

“I told you last night ya blasted creatures! You wont take my spirit!” A voice, evidently frantic and a touch manic called from the house as a blast of fire shot wide into the sand in the direction of the party.

“Hail sir, are you perhaps Petrel?” Mike asked, sheathing his sword as a show of peace “The king has sent us to check in on you and see if you can aid us against the invaders from the seas”

“HA! I knew I wasn’t crazy. But who’s laughing now, not old Pestrel I can tell you that. Sure sure come in come in” The old man shouted as he moved away from a window.

As the party approached a blast of frost shot across the grass in front of them as an arcane rune sprang to life – glowing with arcane power. “Sorry about that! let me clear the way for you” the old man said, bursting from his front door with what looked like a walking cane in his hand. As he moved he waved the cane left and right and different arcane runes buzzed with light before fading, muted but threatening to recover at any moment.

“Come come, come in for tea.” Pestrel said, taking the hand of Mike as he lead the party into the house.

The encounter would happen the night of as the Sea Elves are ambushing people at night to take their spiritual bounty. In this cause I would have 1 Deep pit fighter and a few Tide Warriors that we would have in waves, the tide warriors first, a few waves of 4 or 5, with the next coming every other round before the Deep Pit fighter appears to provide a real challenge


A seaside stroll

11FrSs

As Dusk reached the edge of the cliff to look down upon the beach the old wizard had told the party about his heard sank into his stomach. Either it was a very high tide or something strange was going on.

Pausing for a moment he reached out to the Raven queen, since her return to this plane she had been a constant thorn in his side, but alas at she was not responding to her mental requests for an audience.

A rhythmic thumping could be heard upon the breeze and the dum, dum, dum of the thumping out there in the bay seemed to match the waves that were now crashing at the base of the small cliff that he was standing on.

“There is a dark magic taking place” Zandar spoke, his approach almost silent in the sand and tight knit spongy grass, “This tide is not natural, to control this much water you would need a high vantage point amongst it in order to maintain a strong connection.” Naturally his hand stretched out to the jutting rock that looked like a giants snakes tooth jutting from the waves.

As Mike and Ray Secured the area the party prepared for their journey across the tide to the rock pillar amongst the waves.

Luckily it wasn’t that deep – only about 3 feet deep, for now, but a few hours longer at the rate the water was rising and the houses on the other side of the cliff would be washed away let alone what the plan was from the sea dwelling elves.

As the party made their way into the water, the tide threatened to pull them under, but a rope kept them bound to each other so they would know if something was to go wrong.

Long thin fins skimmed the waters surface making a straight line towards the party. Before they realised that the predators were upon them a large shark jumped from from the water and snapped the rope that bound the party together in half. A glimpse is all the time that they party had before the rough skinned predator delved beneath the water again.

“Did that shark have a harness on it…” Zandar asked, his hands sparking with lightning as he prepared to fight.

“Don’!, we will all fry if you use your lightning magic Zandar, this is one fight where electricity wont be our friend…”

As the party moved into a tight packed circle Raynor shouted out as the sand under his foot suddenly moved, a large rough hided ray suddenly appearing under his feet. As is swam off a large barbed stinger shot forward towards his chest, his large shield defecting the blow with a clink. Several other plumes of sand appeared under water signalling that more of the rays had risen from the sand as more sharks began to circle the party.

Eventually making it out of the surf they began the hard climb up the rocks, having discovered a natural ledge about 15 feet from the surface of the waters surface. Climbing the sharp rocks caused their hands to be cut and bruised. The Dwarf Dusk made short work of the climb, his enchanted gloves and boots making short work of the treacherous terrain.

As the party rested for a moment and let the water spill out of their armour, pockets and bags Dusk returned having found an entrance to what appeared to be a series of tunnels.


This is where we leave it – another surprise for the weekend.


Needless to say after all this fighting the final battle should be a hard and rough slog through the winding passaged within the Long Tooth. I hope you enjoyed the glimpse of the encounters and the few stat blocks that I created for this adventure.

As always thanks for spending your time here reading this blog, I get no small amount of joy knowing people continuously come back to read the content I create and I hope that you like what is produced each week.

Don’t forget to come back this weekend for a weekend musing, a weekly writeup and hopefully(!) a warhammer game write up as I have a tournament in mid December to prepare for so need some practice under my belt. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe