Around the campfire…

Fight night is here and we have the return of a previous encounter (favourite of mine, not of my players) and a new one that we haven’t seen before (or probably anyone for that matter).

With the final addition to this week’s adventure tonight, this weekend is shaping up to have another great adventure for our players to play. So sit-down, relax, have a coffee or another type of brew and enjoy.

As always my tools of choice this week are Kobold Fight Club and the awesome Tetra-cube. Please go check them out to make your gaming sessions that bit easier to balance and run!

Oh and in case you are wondering I am not sponsored by the products/tools I use – I just want to share the tools I find work well for me as a GM/DM and spread the good word of products I enjoy.


Moths to a flame.

10FrFN

Baxter slumped down against the mud wall of the alcove he had found by following a dried riverbed utterly exhausted, the fire he had lit crackled as it consumed the kindling and began to take hold of the bigger pieces of wood that had been placed within its reach. Cuts and scrapes adorned his arms, his reward for an exhausting hour of digging in the dried riverbed for some water for the surprisingly swift horse he had stolen. The horse was currently grazing a few dozen paces away or so as the sun slowly crept towards the horizon ending a day of riding along flat dry planes of grass that held little sustenance. Those adventurers that came with the horses were a scary lot, something about them set him off ease. He had seen adventurers before, some in Sebluff, The others in the tavern seemed familiar but in the sense of how all people who choose that life seem to have the same characteristics and same sad story of why they became an adventurer in the first place.

He had escaped though, gotten away from it and on the morning he would head towards Lothgar, having found a map in the saddlebags of the stolen mare he was confident he would be able to make it back to the bustling city, hand over the cursed crystal and be on his way to a better life. Then they’ll see, all those doubters, everyone who had thought of him as nothing but trash or a waste of time and space.

His eyelids began to flutter, the shade growing a bit more as the sun set and the flames flickered higher, biting into the dry wood. He would show them all.

A whinny of a horse woke him, his dreams erratic and jolting as had been the norm since he had taken that crystal whilst the little man slept. Looking about the horse was standing not far from him and the fire, appearing to be sleeping or at least resting. He smiled, he had always been fond of horses, they reminded him of Sarah back in Sebluff. Standing up and stretching he put a bit more wood on the fire as it had crept down to being embers now, noting that he was almost out of wood he grabbed a strip of cloth and doused it in some hard liquor he had found, also in the saddlebags of the mare nestled amongst some incredibly bad poetry that he used as kindling for the fire, and made himself a torch, of sorts at least.

Walking around the outskirts of the little camp he had setup he began the search for more wood, and potential something to eat. He believed he had seen several large furry cactuses when he first approached this little alcove, the creek bed bit deep here, and had once obviously been a lot larger as it had carved out the alcove he had set up his camp in.

Finding some wood he brought it back to the fire and stacked it higher, sending sparks high into the night sky. With no cloud cover and just the light from the moons above and his makeshift torch he walked towards the direction of where he saw the cactuses before – not noticing that the animal life that were loud a few moments ago were now silent.

Approaching one of the large cactuses he saw he walked around the child-sized plant looking for any fruit. Unable to find any he brought out a knife from his belt and stabbed deep into the plant.

Immediately he was thrown backwards as the cactus he stabbed lashed outwards just as his knife pierced the skin of the desert plant. Eight large branches from the cactus thrashed outwards as the plant started to unfold, the large bulbous abdomen connected to the now apparent eight limbs as a large desert spider skittered away from the light and the source of its pain, letting out a high pitched trill the spider skittered around, shielding its glittering eyes as it crashed into several more of the same bulbous not-quite-cacti which triggered a chain reaction of spiders awakened and began to skitter at the edge of the light.

Running back to the camp as quickly as he could he didn’t dare look back to see the eleven spiders thundering after him, only pushed backwards briefly by the light of the torch. As he neared the campfire the addition of extra dry wood had caused it to grow in and it shed a bright light for quite some distance.

The spiders skittered at the edge of the light, occasionally daring to edge forward towards the campfire before skittering back when a flaming chunk of wood was waved at them enthusiastically by their potential prey.

In the distance, doubled lidded eyelids blinked as the hunters eyed their prey with great interested. It wasn’t often that their quarry would be so blatant in revealing their presence. It would be a good hunt tonight, looking towards the other members of his hunting pack he snarled as they slunk forward on padded toes.


It would be shortly after this point that the party would notice the light and go to find it. Finding one of two options

  1. 11 (1d4 of them wounded having suffered 2 damage from Baxter) wolf spiders, rushing in and out of the light from the campfire.
  2. 7 lizardmen (2 would be hiding in ambush for the part, 2 would be cleaning up their kill of the wolf spiders and 3 would have cornered Baxter threatening him with spear or bow).

The fight or diplomacy encounter would occur around the embers, perhaps the lizardmen consider this part of the creek bed a sacred spot and will be happy with Baxter to just leave, or maybe they like the taste of humanoids.


Well that’s it for Friday night, another short night with a versatile leadup to combat that could be provided to the party to set the scene or simply there to stir that creative spark in the DMs mind to set the scene and tell the players what they want them to see.

As always don’t forget to let me know if you use these adventures in your own campaigns, they are designed to be simple, short but engaging and versatile so that they could be tweaked to fit into any scenario or setting.

Don’t forget to join me for this weekend for a weekend musing and a writeup of this weeks adventure, and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Masks by moonlight…

Fight night is here and what a day it has been. We lost power here (most of the city actually) from about 4am until 4:30pm, which means that my work day was really out of whack and the amount of time that I can spend on writing up todays Friday-night writeup is.. limited to say the least. But let’s not let that distract me any more and lets get the dice rolling.

As normal Kobold Plus Fight club and Tetra-cube is my weapon choice – I will eventually get around to looking for stat-block generators (using either home-brew or publicly available content so the Wizards don’t bring down their judgement) but maybe this weekend I will write up a bit about the other products they offer.


Ambush at the platform

As the introduction to the village, in first person version (tangent – let me know how that was!), as the party approach the pulley operated platform they are to be ambushed by a bunch of goblins.

As a cop-out I will say that the writeup from yesterday describes them adequately enough but lets talk about mechanics.

According to kobold fight club we can have 1 CR 2 and 5 CR1/4 creatures before this gets a bit too strong for our party of adventurers. Speaking of which, for this I am assuming our group is level 4. Or we could mix it up and just have a horde (12-13) of goblins (keeping to my hard encounter mantra) or if we want something to just break the narrative of travelling through marshland let’s do 8 Goblins – just on the entry-point side of Medium.


Forgotten Gods, Lost Guardians

09FrLG

“I wish Sid was still with us,” Ray said as he stepped into another hole of muck and filth, “he would’ve had us through this bog in moments, not hours”.

“Yeah, pity about what happened to him in the ghoul nest. Hope that bloody tome was worth it” mused Dusk, holding his beard above his head so it wouldn’t drag in the muck.

Mike and Zander beckoned the other, dare I say heavier, party members over to a set of tracks.

“These aren’t orcs.. I have tracked orcs before – these are human, or were human. It seems to drag its right leg. Maybe undead?” Zander explained to the others, noting a set of tracks in the mud heading towards some stone ruins about 300ft from where they are.

At the mention of Undead, Mike stood straight – gripped his swords hilt and strode off.

“Mike! My lady hasn’t mentioned anything dead this way. It’s not goi..” Dusk began, half hopping to get his enchanted boots out of the mud.

“IF there are dead in this bog they will burn.” Mike squeezed through his teeth. His allies sighed, still not used to his righteous vendetta against the dead.

As the party stepped onto the first solid stone of the day they sighed a breath of relief, Zander taking a moment and a wisp of magic to clean the parties garments from the filth of the bog.

Ray closed his eyes and channeled his divine might outwards – searching for those who would stand against his march. “I sense something old and dark, but not dead. Perhaps fiendish in nature” he began, pointing over the edge of a hole in the stone paving – where the tacky-muck footprints led.

“HELP!” a voice called from down the hole. “I think I broke my ankle when I fell. The statues, they wont stop staring!” A woman’s voice seemed to reverberate from the stone chamber.

Without a moment to waste the party moved to the edge of the hole and jumped, Zander reaching out and touching his allies he shot off a blast of air towards the ground – slowing their fall to something manageable.

Landing with a small impact, less than what it would have been if not for Zander, the party quickly sought the owner of a the voice.

A lantern, low on oil by the looks of it, burned not 10ft from where the hole led and a young woman lay there, part of her dress wrapped around her leg.

“One moment lass,” Dusk said, bringing forward his shield which proudly sported the symbol of the Raven queen, “will have you up in a moment” he said as divine magics washed over her broken limb.

Sighing Mike sheathed his sword and walked around the room. “Interesting, these statues. They look like they could leap right off the wall. Dusk you must see this stone work, its similar to some of the carvings we saw in the temple of Malar” Mike said turning around and looking back to the party, his musing taking him 30 or so feet from his allies.

“Mike!” Ray called, rust covered vines seemingly springing from his wrist to wrap around Mike – biting into his flesh and wrenching him towards his allies. Half the distance he had walk covered in a mere moment. The stone where he was standing seemed to explode as a shield sized hammer head pulverised the stone work where Mike was standing.

“Thanks for the help Ray,” Mike said, his hands glowing causing the multiple lacerations to close on his torso, the magical blade of Vex that Ray wielded still an amazing weapon and tool. “Zander, light them up will you” Mike said as he brought out his great sword, the guard of it magically shifting to represent two outstretched wings as Mike pulsed energy through the hilt as lightning crackled through the room. The harsh blue-white light of the magic revealing several large animated statues with various weapons striding towards the party. Lightning seemingly bouncing off their enchanted stone forms.

“Well they aren’t undead, but they will soon join their creator” Mike stated, cracking his neck to the side as he felt the magic in his three other allies surging.

Animated amour, easy enough to balance out with this party. One suit per party member of 4th level should make it a challenging fight, the darkness of the room, the helpless woman they have encountered as well as the magical resistance (whether imagined by the party or tacked onto the stat-block) will make it a fun fight.


Not all green things in trees are leaves

09FrOr

As the party retire from the tavern for the night, having secured accommodation with one of the villagers after helping them out of one of the forgotten jungle temples and saving them from the guardians of the ruins, Mike, the human paladin, adjusts his armour and great sword strung between his shoulder blades; never quite feeling safe without the enchanted blade and battle tested plate.

“Well, I can safely say that was not rabbit,” barked the Dwarf, Dusk, a Cleric of the raven queen and reliable ally, “but it went well with the ale, pity she didn’t have any of those mushrooms that make your tongue go numb though.” the dwarf mused as he ferreted for his pipe, finding it next to his axe that even now thirsted for battle.

“Sir Dusk, I don’t believe that partaking in those contraband substances is fitting of the noble heroes such as us” said Zandar, a man of powerful magics who could literally summon a storm in a teacup. “Besides that was definitely rabbit”.

“Rabbit or not, we have a busy day ahead of us. If it wasn’t for saving lady Esmereld we would have found the hideout of these green-skins that are causing a ruckus in this town and persuaded them to leave” Said Ray, a paladin who believed that total conquest was the only way to truly find peace.

“I agree,” Mike declared, stifling a yawn, “Let us go rest, I am sure that we are all short on magical reserve after that battle with the animated guardians of that temple. Let us not dishonor Lady Esmereld with our tardiness to take up her kind and generous offer” he stuttered the last part, a blush covering his cheeks.

Dusk, his head tilted to the side slightly, his lips moving and eyes staring at vacant space slowly raised his hand and pointed across the rope bridges that allowed travel from one side of the town to the other.

“My lady says that the search is over, that the quarry we seek stalk us now with death and menace coating their blades. Pity I didn’t get any of that mushroom. It would have made this fight a bit fairer.” Dusk said shrugging his axe from his shoulder, the head seeming to burn with a menace that would fill a lesser being with dread.

“Your patron seems to have taken a stronger interest in our activities since we freed her from her prison, Dusk. Can she give us more advanced warning in the future. I would have insisted we have a more substantial rest before fighting again” Zandar stated stormily, electricity arcing across his outstretched fingers and a sudden breeze ruffled his hair.

As the Orcs slunk from the trunks of the tree, the light from the crescent moon above making their ivory coloured masks seem to glow amongst the gloom.

For a moment the orcs sized up the party, their movement semi-erratic as they seemed to bounce from foot to foot waiting for some arbitrary sign to be given that announced a fight.

“Well, let’s get this sorted so we can get to bed then.” Mike said, gripping the hilt of his sword, Sky Chariot, as Raynor called upon his Patron and his blade – Vines made of rust spreading from his longsword to bridge the gap between the two parties and commence the bloodshed.

I hope my party won’t mind me using their characters as inspiration for the write up (names changed as it didn’t feel right to use their characters names without forewarning). But let’s break it down. Our encounter balance book says that we can have up to 7 Orcs for this size and level party, but feel free to adjust. Given the location any ranged attacker will have an advantage as the bridges are narrow and you could easily block movement of one or another of the forces by just sitting in the middle of a bridge. So if your party has a lot of ranged capability (like mine….) then throwing another 1-3 Orcs wont matter..


The bog drowned dead

09FrBDD

After the last Orc had fallen and the party had finally been able to make it to Esmereld’s house the party had no trouble almost instantly falling asleep.

Through scattered dreams from Zander, fitful nightmares riddled with undead from Mike and the vision ridden thoughts (as if Dusk could sleep with the raven queen invading his thoughts constantly) Ray was the only one to really get any form of sleep. So when the town guard knocked on their door and Esmereld ran around waking the party they had barely managed to get any sleep. But instantly they could all feel the dead were nearby, and en masse.

Led to a few weight balanced ropes and platforms of wood they were advised that several of the guard were already fighting off a large zombie horde, and rumors’ of a dark wizard hidden in the mists were coming through from the guardsmen that made it back to the town – but they were missing a unit of men and women who went into the mists.

The party each went to one of the strange rope contraptions before leaping down – feet on the wooden beams and the rope zipping them all the way down to the ground, all except Zander who had a thing with flare, who jumped through an opening – the guardsmen gasping and rushing to watch him fall only to see a spark of magic cross his body moments before he hit the ground, summoning a gust of wind to gentle place him on the ground. The party, boots on ground found themselves surrounded by the dead, zombies were in states of breaking apart, their magic spent, and several more were walking at the base of the trees – pulling and clawing at the wood, as if trying to bring the town down from the roots. Given enough time and not opposition they would be successful. Drawing weapons and magic the party strode forward, separating heads from the dead as they defended the trees. Mike, stopping for a moment to let his divine senses stretch outwards found a particularly foul energy as the party defeated the last of the zombies assaulting the trees.

“This way, I think I found the dark magics. I think its some form of lesser necromancer. Remember that Ghoul king we fought. Cake walk compared to this thing.” Mike wheezed, swinging his massive enchanted blade around still gave him a workout.

“Aye, my lady also confirms that’s what is waiting for us, and she wants us to kill it. For once I agree with the raven bitch” Dusk muttered darkly, spitting on the last zombie to feel his axe. He did not have a good relationship with his deity.

“Well, lets get to it then” Ray said, lifting his shield higher and flicking some dark ichor of Vexing thorns, ready to send the rusting blade through some more undead.

“Should I just blast them with magic? If we know where they are we don’t even need to get into the mists” Zander said – already charging up a spell.

“No, there may be injured guardsmen in there. Their safety is just as important as the death of the dead and their master.” Ray said. Mike and Dusk nodding their agreements.

“Fine – well let’s see if I can’t shift this mist then” Zander whispered – his breath now directed to muttering the incantation to a spell to blow the mist away.

A shorter one, got to leave some surprises for the weekend now don’t I.

As for stats the below can do – but if you want a more imposing fight I would consider really pumping up the necromancers abilities. Something like the Goblin-Bosses reaction (where a zombie can take the attack for him as a ‘willing’ living shield would make the fight something to remember.


Well that’s all I have for tonight. Thanks for joining me for fight night and if you are enjoying this current style and write-up do let me know. 

Don’t forget to join me for this weekend’s final write-up. Not sure if it will be in the same story format as that may take me a week and turn into a novella but I will make sure to do something to make it a good read.

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

In the desert winds…

Friday night is here and that means fight night! We have a selection of a couple stat blocks, a return of a versatile favourite and one, that the adventure mentions heavily, that I will include in this weekends write-up. Thanks for joining me for the 8th week of writing adventures for Brazen Wolfe Tabletop and without any more dribble from me let’s roll some dice.


Hollow desert scorpion

08FrHDS

Hollow desert scorpion is a smaller variation of the giant scorpion found in other parts of the world. It normally lives in small swarms of 2 to 4 which makes them deadly for a party of unprepared adventures.

The scorpions are drawn to light and heat, finding that most of its prey emit one of both of these qualities and in the dark cold nights in the Hollow Desert easy food is a rare occurrence.

This encounter we are looking at a night time ambush, maybe as the party are cooking their meal or around the campfire for warmth the scorpions would attack. They are not brilliant at tactics and are likely to attack the things closest to them (on the edges of the camp fire light) but they would they and grapple and sting multiple times as they drag their prey into the darkness.


Ambush on the road – Blue Dragon Wyrmling

08FrBDW

Blue dragons are desert manipulators. Able to burrow and hide in sand they will manipulate adventures and make them get lost, fall for mirages or even drink copious amounts of sand.

The blue dragons have a strong hierarchy. In this case the higher up dragons sent out the wyrmling to push the party away from their nest. Using hallucinations to push them away and then attacking if need be. it will flee if hurt.


The last encounter I would want to talk about for the night is bandits. Love me some bandits. Any race, any settings any adventure can have bandits and they flesh out the narrative with a delay tactic. They also may provide some. Loot which for some reasons players can’t get enough of.

That will do it for tonight, over the weekend I will wrap it all up together in one neat adventure and we will see what the final product is. Don’t forget to tune in then and as always, don’t forget to roll with advantage.

The Brazen Wolfe

Fright night…

Ok a bit of a spookier series of encounters today for our Fight night!

Friday has come and nearly gone and short of some issues around posting yeterday it seems like everything is back on track! So lets have a look at a couple original statblocks (and some not so original ones) and fill out our adventure to come!

As always Kobold Fight club and Tetra-cube are my tools of choise for these stat blocks and encounter balancing.


Shrine of sorrow

07FrSB

As the party approach the altar in the middle of the stone pillars they know they are being watched – but not just from where yet. The elven maidens sneer at them from the four pillars around them as they approach the dais and without much of a sound spectral forms of maidens drift upwards from the stone pillars, three spectres clad in simple robes and one, opposite them dressed in an ornate, although spectral, dress that would have been ordaned with jewels if a living creature was wearing it. Before the party can react a soul rending shriek bursts forth from the leader sending their senses into shock. Watching helplessly as the ghostly maidens drift down towards them the party try and scream out as each of the ghosts draw a spectral ritual knife that they know will hurt just as much as if it was real.

The shrine banshee and shadows (shrine hand maidens) would come from the statues when the party approach the shrine, where the priestess lays unconcious or paralyzed.

1 shrine banshee and 3 shrine hand maidens would be a deadly encounter for a party of 4 level 4s. To make it challenging but not deadly for 4 level 3s. Reduce the dc to 11 and replace the ‘totally not shadows’ shrine hand maidens with the same number of skeletons.



Mildover, the town of webs

07FrMi

As the party separate the last set of legs from the giant wolf spiders that have seem to overrun the town of Mildover one of the party member hear a distant clicking-vibrating noise which sends a shiver down their spine. Looking for the source of the noise they see a shadow of something on a web, most likely a trick of the light. More clicking continues as the party mend wounds and retrieve arrows and this time the search is not in vain and they notice a monstrously large monstrosity is clinging to the side of the wall just as a arrow made from web pierces their shoulder blade knocking them to the ground taking their breath away.

The webspinner abomination is an ambusher. It will wait until the wolf spiders have fought its prey, and died for it before launching attacks at the party when they are tired and not expecting its bow. In my mind the Webspinner abomination is like a Drider and an ettercaps torso replace it’s drow half. Two additional secondary smaller arms pull web from outs mouth to form arrows and manipulate it to entrap its prey.

For encounter size have a few encounters of 2-3 wolf spiders before immediately chaining a the last encounter in with the webspinner abomination. This should keep it balanced as it does have legendary actions, but should keep it difficult without being over powering (considering I had a paladin almost 1 shot this thing with smite..)



Thats no Rock..

07FrRo

Several large boulders lay within the field, all of them seem to be the cause of the damage to the crops. But there is no evidence to how they came to rest where they are now, or how they ended up in the field in the first place. As the party move about them, the moonlight casting shadows across the ground from the vastness of these boulders a globdule of slime drips down onto one of the party members shoulder – looking up two large bulbous eyes sprout forth on stalks from a large meaty nech that seems to be coming from outside of the shell. The snail looks down upon it’s meal as more slime (drool) drips down on the party.

I would play with the snails always in hiding until they sense something living near by. I would have them be more alert at night time (and villages would report terrifying noises that cause them to lock the doors at night) but that is because i am a fan of night time encounters.

Regardless if our party of 4 is level 3 or level 4 we would look to have no more than 2 of these snails per encounter – but a few of them could be scattered amongst the field or the forest..


Well thats it for today – thanks for joining and I hope you enjoyed the new creatures brought into the light and can find a use for them in your next adventure.

Stay tuned for this weekend where I pick one of the adventures to flesh out and post online!

As always don’t forget to roll with advantage!
The Brazen Wolfe

It was the guard in the kitchen with the turnip…

FIGHT NIGHT! well, it’s Friday at least.

A bit of a different fight night today as we look at two concepts that, admittedly, I don’t employ enough. Non-combat or social encounters. These don’t only test our players abilities to handle social situations but also our own ability to handle non-stat block driven games and, hopefully, guide our players in refining who their character is outside of armour and away from their +2 sword of smiting.


The assumption

06FrMi

As the party enter the inn, the owner rushes forward.

‘Thanks for coming so quickly. I don’t know what I would so without you.. I.. I.. I didn’t know if anyone would come for that sum of gold but praise be that you came. I need help that only your team can provide’

The party state in disbolief as the inkeep, in some form of shock surely, produces a bag of coins. There has to be atleast 500gp in the bag!

The first of the ‘encounters’ to explore is a simple one. The assumption that the Party are something that they are not. We have two real posibilities here I want to explore (despite it being a rather open situation) and we will focus on two sides of the same coin.

I’m here to help… Well not really

This is where we have an NPC assume that the party are here to progress the antagonists agenda.

Whether they party are treated poorly by the innkeep and/or the staff at the tavern – or contrastingly, treated well by the Rival tavern owner or the city guard (who are trying to get rid of the goblin run tavern for example). For this we have two approaches. The party is approached and confronted outright, or (my favourite approach) the party start to have things go differently for them.

  • The local Merchant increases their prices,
  • The town guard approach them at the market and start to offer to show them more favourable treatment
  • The Bartender serves them the worst quality drinks and food instead of what was paid for.
  • etc.

The second is more direct.

  • The party has the town guard/rival invite them to dinner who expresses their gratitude for coming to the town so quickly. They also express their point of view on the party, how the goblins, or magical Tavern is a blight that is corrupting the good townsfolk and that they are glad that the party is here to put a stop to it.

Regarding how the party navigate, with words or dice, they may find themselves in a situation where neither side trusts them. The bartender see’s them having dinner with the rival owner. Or the Goblin sees the guard treating the party more favourably. This small encounter and how the party navigate their way through the complexities in social situations can lead to some interesting moments that force the players to really think about the type of character they are role playing.


Clues…

06FrCl

The party don’t remember much, but the wizard who has a knack for writing things down finds out that the entire sleeve of his robe has his, admittedly very expensive, spellbook ink scrawled in magical runes and text down the inside of it.

‘Not what it seems’ , ‘Potent charm’, ‘Floaty float face’

Unsure of what it means, their memories being what it is it appears as though part of the plan had worked. They knew that the goblins were charming people in their tavern but none of the party could work out what.. Floaty float face could even begin to mean. There was only one thing for it. The party had to go drinking again.

Puzzles

Not all encounters require a sword, in this case the quill was indeed mightier.

For this one we are looking at solving something, a murder mystery where people are mysteriously dying when going to the Deaths Door Inn or where people are losing all memories when going out for a night drinking. Well that one isn’t so uncommon…

Setting up a string of clues and a trigger for people to find, or just giving the players the freedom to creatively work something out may be the key to a successful social encounter. Maybe the occurances at the Goblin and Lute only affect memory and the money that is on the person, not their books, clothes, ink wells etc. Perhaps they could try and write down what they encounter and then role play their sober self trying to understand what the magically drunkened version of them was trying to tell them.

Or perhaps, the party has to work out where the inn they were staying in transported them, a handful of other patrons and the entire staff to a magically unstable location and they have to work out why it happened, where they are and ultimately what or who caused it.

Having creative solutions to magical or difficult situations can, once again, drive the players to consider a different depth of their characters in which they hadn’t explored before.

The two social encounters are challenging. That is to say that as a DM we are easily able to drop in the statblock of an animated scarecrow (see Wandering inn), or town guard and goblins (see goblin and lute) and have the party fight their way out of something – but in this case that is the easy way out. By giving the players something where the sharp end of a pointy stick isn’t the solution they may find character growth and explore a depth of what their character can do and the different ways of solving problems that is still fun and rewarding.

This concept isn’t new. Murder mystery games or problem solving games as just as popular as ever. Cluedo, ultimate werewolf or even Among Us all feature no stat blocks, no real enemy to fight head on – but a series of puzzles or clues in which they have to solve in order to succeed.


Thanks everyone for joining me for a, honestly, odd shift in gears. I tend to default to combat encounters as I find that my party after a long day of work (and dealing with social encounters where it’s.. probably the wrong move to punch your way out of a retail store checkout or meeting with executives) they just want to send their AXE OF WRATH through the face of some ghoul or cultist that was trying to break the seals that keep their deity bound to another plane.

But, we don’t just organise these games for our players do we. As DMs we either love to suffer (haha.. a joke.. right?) or we really love to help tell a story and watch our groups of friends, coworkers and families have a fun time and enjoy each others company. But I find that I have also grown as a person over these last.. carry the 3.. 24 years (almost?) of DMing games and I have the party and what I am willing to try in these adventures to thank for it. Changing my style of DMing, or adopting small changes that aim to incrementally improve the way that I play and that my players experience this game world that I create for them and with them has shown me that I am capable of growth and improvement.

Maybe everyone just needs to push themselves out of their comfort zone to gain meaningful experience so we can level up gaming and ourselves.

On that note, don’t forget that this is just one option for an adventure, you are the puppet master, you create the world and lay out the scene for the players to experience and enjoy. If you and your players don’t like something mix it up! But don’t be afraid to level up your gaming and don’t forget to roll with advantage,
The Brazen Wolfe

Chaos brings the dark ones forth…

Fight night is here (Friday) and that means that we will look at a few encounters. Encounters, for me, doesn’t have to be sticking monsters with the sharp end of a sword they can also include puzzles, traps, social situations that require careful navigation or escaping from a mine in a mine cart down the various twists and turns before the roof collapses on you. Any of these situations is what can draw a group of players to the table and what makes them form an adventuring party.

With this week, following the theme of random I will draw to attention the DonJon PDF from yesterday (will linkt it again below to save you going back) as it has **a lot** of content in that PDF.

So there is some monsters to fight I will add in a few DnD 5e statblocks that I believe would be suitable in the maps provided. To compliment the stat block I will include some images of the models I kitbashed from some plastic kits (with wire and sculpting material) to try and represent what I was envisioning for the monster as well as a homebrew monster as part of a pseudo-boss encounter.

For the sake of encounter balancing I assume that we have a party of 4 level 3 characters.


Temple of the forgotten

05FrToTF

Shadows of the forgotten.

When those that worship the dark come back their new forms are as black as the shadows that they served in life.


Got to be careful with shadows. They are generally pretty fail but overlooked creatures but they add a sense of danger to anyone who knows anything about them, or those who don’t on that matter.

To balance out this encounter lets look at the above photo that comes in around 1300 (325 per player) adjusted XP (thanks kobold fightclub) due to the nature of the creatures, their danger this is a hard encounter (where I like to aim). To add in some randomness or some non-undead monsters to fight let’s use a mixture of the below 4 blocks to flesh out the rest of the adventure as any and all of them could fit in the spaces envisioned.




These stat blocks will balance out to having 1 CR2 creature (Cultist Fanatic or Bandit Capitan) and between 2 and 7 of the Cr 1/8 creatures (Cultist or Bandits) to give us a hard rating. I would err on the side of 2~4 of the bandits as these are meant to be backing up the capitan. If you want a boss fight where there is a high chance of PC death (or that high risk) then consider a Cultist Fantatic as well as a Shadow Swarm that they just summoned. Thematically this could be the bodies of his slain allies in the room where he rips out their corrupted souls from their dying bodies if you want the adventure to be dark.


File to download Temple of the forgotten PDF.

Stat blocks are thanks to Tetra-Cube which has an extensive list of DnD5e statblocks (SRD as well as not..) and Kobold fight club also has provided the balancing tools. Check them out to make your game-night a bit easier.

As with the current theme it’s looking for ideas to make things a bit easier. With the exception of the shadows (and the bigger version of them) all of these creatures can be re-branded and skinned to be wyvern hunters, corrupt priests of traders and city guards.

As always, thanks for joining me to have a read through another fight-night and I don’t forget to make things a bit of fun!

Hunt or be hunted

Fightnight! yup, it’s Friday already and I am hoping what we have in store for today is exciting.

Today we are going to look at both a few random encounters and a boss fight where the players will need to take care of what decisions they made during and leading upto combat.

All the below encounters and monsters/things that have been chosen assume out little party are level 2 and that we still have 4 of them.


Things that stalk and hunt

04FrWo

Worgs, large evil wolves are generally found with their golbinoid counter parts. Known to be almost as cunning as they are vicious.

As for encounter balancing we should consider having 3 Worgs which gives us a hard encounter.

Dungeons & Dragons Statblock from tetra-cube

As for balancing for Open legends we can have 4 wargs in the encounter and still have the encounter reasonably balanced.

Open Legends statblock created at heromuster

Closing notes


The Wyrdwoods are home to many beasts, but none such as this.

04FrWyrd

Two options here, something from a dark dream I had once upon a time and a monster that evokes fear in many new and relatively seasoned players.

We should consider having only 1 such monster when balancing our encounter this time

Dungeons & Dragons Statblock from tetra-cube

As for balancing for Open legends we can still have only 1 of these creatures as we have scaled it upto a boss encounter. To read more about that have a look here.

Open Legends statblock created at heromuster

Both the Wyrd beast and Basalisk should act the same to give a truly frightening encounter. Attack the players and disengage when they can retreating to their cave when they suffer enough damage. Both should be ambush predators and utilising their petrifying gaze, or fear and creature summoning to the most.


That’s it for Friday ‘Fight-night’.

Thanks for tuning in or today’s post. I had a bit of fun looking at how the stat blocks between D&D and OpenLegendsRPG using both Kobold-fight club, heromuster, dnd SRD and some inspiration from a few sources over the past week.

For those looking into OpenLegendsRPG it’s a jump from the systems we are used to and for DMs (GMs) that jump is quite large.

Don’t forget if you like something you see feel free to leave a comment and as usual don’t forget to roll with advantage,
The Brazen Wolfe

Ahhh.. Rats..

Happy fightnight all! With Friday comes something I have been excited to reveal – some stat blocks created in Tetra-cube.com with assistance from Kobold fight club to make sure I didn’t have things too difficult for the players. We are here to challenge them, not kill them.

As with the adventure below – if you want to be able to describe these monstrosities I would recommend looking at the inspiration for this week’s adventure, Warhammer and in particular my favourite faction, the Skaven. Everyone’s favourite, insane, egotistical and fundamentally broken race of ratmen.

For this week lets assume that we have a party of 4 level 2 PCs. Since are are into our 3rd week surely they have had a level by now ๐Ÿ˜‰


Proud parents and their Brood

03FrRS1 + 03FrRLB1

A combo that many dread. A ratling brooder is never alone, you generally encounter 2 or 3 of them and they generally have a swarm of rats that they have raised since infancy. And trained to kill on the smell of their favourite fermented food.

The Ratling Brooders will always try and open with a salvo of their fermented Goo, at which point the Rat swarms burst forth from the baskets their keepers carry on their backs or sides and race towards whatever is covered in their favourite treat, eating it and the still living thing underneath.

Ravenous Rat Swarm
Ratling Brooder

To reach our ideal “Challenge rating” we want to have 4 Ratling brooders and 2 Ravenous Rat Swarms. this is a medium encounter (but lets not forget that rats are never alone). The encounter idea here is that the good would come out and then the rat swarm would use it’s movement to run at the target hit by the goo and immediately begin to eat it.


Ratling Warrior Caste

03FrRLSk + 03FrRLWa + 03FrRLSl

During the initial encounter with the Ratling humanoids there should be a few ratling Skulkers leading the pack, investigating and positioning themselves to ambush the party. The Ratling slaves then rush in, prodded and provoked into fits of madness that see them rush headfirst into the enemies whilst the slightly better equipped ratling warriors move in behind the slaves to hopefully see their enemies easy pickings once worn out from the initial waves.

Ratling Skulker 03FrRLSk
Ratling Warrior 03FrRLWa
Ratling Slave 03FrRlSl

When looking at balancing out the above, you want the waves of Ratlings to feel very overwhelming. It’s a horrific sight really for any player. A bunch of dark dwelling small-human sized rats rushing at the party with sharp rusty weapons and even sharper teeth.

We want this to feel tough so let’s go with 2 Ratling skulkers that aim to attack from the flanks once the party are engaged in melee (targeting the ones at the back of course), 4 Ratling warriors and 6 Ratling slaves that will run as fast as they can to get to the party, followed closely behind by the warriors.


Leader Caste

03FrRLBW

The Black furred ratlings, or those blessed with the ability to chitter the very weave from their crooked and bent teeth are the highest of the caste, these rats are generally heavily guarded by several guards (Ratling Warriors) and possess no small amount of magical abilities.

Ratling Black fur

The final fight, probably somewhere deep underground in one of the chambers that are there, the Ratling Black Fur should be a hard encounter. For this purpose we have it guarded by 2 ratling warriors and 6 ratling slaves (who act as its body guard, and will throw themselves at the enemy one by one to give their magical master time to weave it’s evil spells.


Thanks for joining me for another day – hope these few stat block and encounter size directions hope to jump start that creative spark we all have so that you can have a great adventure this weekend.

Don’t forget that with any Dnd 5e stat block or monster, with a fresh new name, a brand new description these ratling (Rat men / Skaven) could be slugmen or roach-men. With some very simple tweaking and a bit of creative flair it’s very easy to create your own content in DnD.

Please have a good weekend and join me for the full adventure hook this weekend!

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

Don’t bring a knife to a gun fight.

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

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


Zombie – lesser

02FrZo1

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

Zombie Minion – level 1


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


Attributes

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


Favoured Actions and feats

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

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

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

No items of note.

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


Zombie

02FrZo2

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

Zombie – level 1


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


Attributes

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


Favoured Actions and feats

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

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

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

No items of note.

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


Jeremia Roost

02FrJR1

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

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

Jeremiha Roost – Level 3 NPC


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


Attributes

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


Favoured Actions and feats

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

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

Items:

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

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

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


Civilian

02FrCi1

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

Civilian Minion – level 1


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


Attributes

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


Favoured Actions and feats

None as such.

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

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

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

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

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



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

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

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

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

Out of the mud appeared…

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

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


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

01FrEsStFeLE

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

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

*see maps from yesterday


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

01FrEs

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


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

01FrEsFeLe

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

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

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


Bandits in the forest

01FrSt (see 01FrEsFeLe)

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

River


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

2 bandits would be armed with short bows

2 bandits armed with short swords

1 bandit will be armed with a spear and a net

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

Hut


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

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

Road


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

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

2 rope traps are on the ground,

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

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

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


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

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

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