Beneath the waves… Part 1

Well the weekend is here and realising that the story I have for this adventure will probably span 3 to 4 long sessions let’s say this is part 1 and see if we continue the adventure next week and the weeks after.

This week our party has encountered a race of sea dwelling elves that have started to raid the costal houses, communities and cities near Arciryas. After the party were attacked by such raiders they found that the people of the coast were far less fortunate and it appeared some dark magic was in place where the victims looked to have their spirits removed from their bodies.

So without further waffle from me lets get into it, this weeks end of week writeup will perhaps temporarily revert back to the format from a few weeks back (as trying to turn it into a story ends up being a copy-paste exercise from Monday-Friday). Although Please do let me know if this format is still useful to run games or inspire that creative spark!


Sea bound Raiders

11MoDo

The scene: The party on their way into the city of Arciryas camped next to the beach as the city and its roads were famous for being the safest in the land – however nothing is safe for our parties.

At night they are attacked by 5 lightly armoured assailants who attack swiftly and with a grisly determination. The moment one of the attackers dies the other assailants flee leaving the body of their comrade who appears to be an elf with gills, webbed hands and feet and a thin later of scales on their body. (this is between 4 and 5 ‘Tide Warriors’ – 11FrWa ). On the morning though, regardless of how much the party watch for it the body of the fallen sea-elf has disappeared and the marks of a un-ordinarily high tide can be seen up near their camp and where the body was.

(11TuRCt + 11TuBt) When the Party then head to the town where they perhaps run into Rafnir Coral-Tusk, a fisherman come retired soldier who is on his way to see Sir Blake Trevally, his old companion and sergeant. Rafnir and Blake both exchange information, revealing the severed limb of one of the sea elves – who the party can confirm the identify of with the attackers from the night before.

Blake advises both the party and Rafnir that Petrel, a wizard who used to be at court before he sent himself into exile after preaching mad theories and farfetched fantasies, had been requested to investigate a way to safely patrol the waters itself without the use of boats so they could better safeguard the people of Arciryas. However his finding was a few days over due and the men he sent to go and check in on the old eccentric wizard had seemingly disappeared as well. The wizard was about 5 hours ride down the road to the north, or about a days travel by foot if you don’t push yourself or the animals too hard. Blake askes his old friend to check in on the patrols whilst asking the party to go check in on the old wizard and make sure he and the other exiles in their little commune were safe.

After the party leave the keep Blake requests his page, Shelford, to send word to call back the navy and stop patrols on the roads. He wanted more people in the city and its waters to protect his watery boarder.

The ships however were slowly being infiltrated and taken over by some of the more lethal warriors of the sea elves (11WeBP) the full affect of which was yet to be known or seen.

As the party leave the town Rafnir travels with them for a few hours before branching off on another path on the road. Looking down upon the town strange flashes of light, definitely arcane, flash occasionally from a large two storied building at the far end of the little gathering of houses which was built at the top of a tall hill. The collection of houses all seem to have been gathered near a well and the wind that comes up the crest the party stand on is visibly catching the doors of some of the closer houses.

The Community near Arciryas – A reference drawing to help me set the scene for the players

As the party enter the commune they can’t help but notice how quiet it is and as they draw closer to the houses they can see that the occupants were killed one or two nights ago. (11ThMa1) As they continue through the village they hear shouting from the house up the will, a loud cranky voice carried upon the winds down to the travellers down the hill from the house.

As they meet and greet Pestrel he explains how he has been attacked for the last few night but held them off for now – but he is running out of his ability to control his more powerful spells and needs to rest. When the party enquire about Sir Trevally’s request the old man explains he hasn’t been able to finish it while he is being attacked and fears that tonight is the last night for him.

That night, a few hours to rest and prepare, the party start to see figures approach the shore from the Large monolith of stone aptly named “Long Tooth” based on its size and shape. At first three lightly armoured warriors, much like the ones that the party fought the previous night, attacked, they were then quickly joined (2 rounds after) by another four warriors (round 3), then another three as a third wave of attackers (round 4). Then a more heavily armed warrior approached (round 6) who fought with a significantly higher level of prowess and skill than the warriors beforehand.

~(9 Tide warriors then a Sea-elf Gladiator, 11FrWA) ~

As the fight wages on a large cloud comes in from the sea, the wind batters the coast line and a rhythming thumping of a drum can be heard on the breeze.

~After the party are finished with the fight they have a few hours before the tide will be too tall to cross without a boat.~

If the party cross the water they will encounter 2 Giant shark and 4 shoal rays as they try and cross to the Long Tooth rock (11FrSs)

Once they make it to the rock they have to climb (slippery) up its surface to make it into the caves within. Here they find a lit interior with torches in every level and a rope ladder going up and down (most floors).

Entry – Level 2

Level 2 – Made in roll20

As the party enter the tooth they can see a series of passage ways that are narrow enough for 1 creature to be in comfortably. In this first entry level there is three guards (see below for stat-block) who attack on sight. If they see the party first they will sound hte alarm (roll d20. on a 15 the other guards (level 1 and level 3) will come to assist.

Waterway – level 1.

Level 1 – water way.

Thee guards stand guard the Water entrance landing. They would be hiding just beneath the surface of the water. The walkable land here is about 15ft by 10ft at its widest points.

The Climb – Level 3

Level 3 – 1 up from the entrance level

The guards here would be sleeping, unless alerted by the parties previous encounters. Each torch is roughly where I would have a sleeping guard.

The peak – Level 4

The peak – 2 up from entry area

The drumming rhythm is coming from this room. The party peering around the corner would be buffeted by a strong wind that is strong enough to push away all but the most accurate of arrows (half cover for everyone in the room from ranged attacks) and gas clouds are instantly dispersed. This affect will continue until the govern is broken (2 coven members or the Sea Witch dies)

The sea witch will have 8 guards in the room, herself and three other Tide Warriors who take no actions but kneel before the sea witch.

After/if the sea witch is defeated the wind ceases and the weather returns to normal outside, slowly. The tide eventually disappearing.

Returning the party find out that Pestrel has finished his experiment and has created a series of potions, one will give you the ability to breathe underwater until you take the second potion that will remove your ability to breath under water.

Returning to Blake he reports that his fleet will be back in a few days and that they should prepare for more attacks each night


Small disclaimer.. some of the creatures wont have amphibious – assume they all do (been a long few days).

Thanks for joining again, if you prefer this manner of write up please let me know as it’s otherwise a lot of duplicate typing if I am using Monday-Friday topics to create the weekend write-up.

Don’t forget to let me know how the adventure goes, I believe I have another 2 adventures here in Arciryas so stay tuned for them in the coming weeks. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mer’s Travel Agency

Well the weekend is here and with the slight hiccup in yesterdays writing plans, a general head cold (or reaction to the vaccine) I will make tonight’s writeup a bit easier for myself.

This week we looked at rolling the dice. Letting the bones decide our fate for this week and drawing upon (mostly) previously created content to explore the concept of modular adventures utilising a pool of content. Despite a lot of the content being thought of in previous weeks this week almost all of it was completely re-written to create something new but inspired by previous weeks.

So without further waffle let’s get into the writeup.


Apprenticeship Program

– 06MoWt/10MoWt –

As the party travels along the road moving from one city full of problems to a town with even more problems a sudden gust of wind pushes dust into their face, their horses stopping, pacing backwards nervously. After a few heartbeats, lightning splits the sky driving bolts of electricity into the earth just off the road ahead. The growing maelstrom forces their steeds to spook, sending them off the road and bolting away. The party, unable to hold reign in such panicked beasts, fall off and land hard on the ground just as the maelstrom reaches a crescendo where the very air shuddered with the force of an element of nature being born.

As the dust thrown up by the sudden phenomenon disappears the party are left staring at a building, not unlike many they have frequented before, a tavern now stood where the bolts of lightning had struck, any trees, bushes or things in general look to have been disintegrated without a trace remaining.

A moment later a small portly man walks through the front door โ€˜What in the nine hells is going on. This isnโ€™t rightโ€™ the man noticing the party runs over to talk to them, he looks as uncomfortable with running as he is with the situation he finds himself in.

โ€˜You, travellers, where are we? My name is Mer and I am the proud, well most of the time, owner of this tavern. We were not due to snap away from Lothgar for another week by my calculations and now I honestly donโ€™t know where we areโ€™

It takes a few moments of repeating answers to Mer before he seems to calm down. The party were travelling from Lothgar after having spent some time in Newtbranch and were on their way to Sparrows Rest as they had received a call to aid from the mayor of the town. Mer looked perplexed.

โ€˜So youโ€™re telling me that there isnโ€™t a town, city or village, hell not even a shanty town for days in any direction?โ€™ with that he turns back to the tavern. โ€˜What are you doing? We are not meant to be here, we still had customers, deliveries.. You could have kiโ€ฆ Waitโ€™ Mer whirled back to the party โ€˜Was anyone or thing there, where the tavern is right now?โ€™

The party confirmed that they hadnโ€™t seen anyone or anything there. Mer was relieved โ€“ all he needed now was some family complaining that his magical teleporting tavern had squished someone.

โ€˜Say, you lot look to be capable, are you able to help me with something. The Tavern has been doing some weird things of late some of the.. err.. Lenses have gone dark and I am due to be moving to one of them next. Would you mind coming and helping me work out whatโ€™s going on with my tavern and fix it if possible?

The party, after a few moments of discussion, eventually decide to help the poor short man and with that they follow him into the well lit, well furnished Tavern simply known as โ€œMerโ€™s Wandering Tavernโ€

Entering the inn the group is assaulted by a wall of noise. Many patrons are drinking heavily around the tavern loudly voicing their concerns that they would not be able to go home.

“As you can tell the fact that we aren’t in Lothgar anymore has rattled the patrons. They are demanding their money back or free rooms, food and drinks. A free round of ale has calmed them down for a bit but for how long I don’t know.” Mer said, looking nervous as he clutched his coin pouch.

“Don’t worry, we have dealt with worse” Ray stated, clapping the human and dwarf to the side of him. “Zander here,” he nodded towards the half-elf, “skewered two corpse drakes with a single lightning bolt”. Zander just nodded in affirmation as he scanned the people in the room.

“Is there any one we could talk to to help bring us up to speed?” the sorcerer asked, running his eyes over potential suspects or threats. By his trained eyes and instincts any of them could be the culprit.

“Brinker. I’d start with Brinker. Through that door and down in the cellar” Mer called out as he walked towards a patron causing a scene.

Dusk strode towards the bar, some brief words were exchanged with some hand waving from Mer and a grinning dwarf strode back with two tankards of ale, one already half empty by the time he made it back to the party.

 “Well let’s go talk to Brinker I guess.” Mike said, unsure if Dusk had finished the first tankard or if he decided to just double fist the kegs. As they made it to the stairs down he knew the answer when Dusk placed the empty Tankards of ale on a nearby table.

– 10TuBiFu –ย 

Clank clank clank, the jarring noise of metal striking metal resonates from the darkness of the short corridor in front of them. โ€˜Iโ€™m surprised that this,โ€™ Zander paused for a moment trying to remember the name of the innkeeper, and failing, โ€˜err.. Wandering Tavern has a cellar. It has arcane magic literally infused everywhere, have you noticed how the walls periodically pulse with a green glow? I think thatโ€™s the tavern itself drawing from the weave. Itโ€™s a wonderโ€™.

โ€˜Is that you Mer? I need more time, the resonance is playing up with my tools and I am not able to get a lock on where we are. I again suggest going outside and finding out instead of asking me. Now with all respect I can muster for you, pike offโ€ A almost comical high pitched voice trilled from somewhere near the back of the wall.

Mike put his hand on the hilt, having had quite enough of mysterious people in basements, temples or dungeons he wanted to be prepared to draw his magical blade if the time called for it. Dusk on the other hand could not care less, he had already managed to talk a second free tankard of ale (good stuff by his standards) from Mer. Pushing forward from the rest of the party he wiped a bit of froth from his beard โ€˜Aye, who be you talking to matey, thatโ€™s no way to speak to the heroes of Sparrows Restโ€™

A moment later, muttering some expletives in gnomish a 3 foot tall bald gnome with a dishevelled grey beard stormed around the corner bumping into Ray who had taken up position next to Dusk. โ€˜I thought I told you to.. oh.. Youโ€™re not Mer..โ€™ the gnome stutters slightly looking at the imposing figure of Ray, Dusk, Mike and Zander. โ€˜Sorry lords, sorry, I didnโ€™t realise it was visitors. Tea! you must have some tea!โ€™ the now flustered gnome stuttered out having realised that he had been cussing someone other than his impatient, lazy boss.

Being shown to a small table, and it would be small for a gnome let alone two humans, a half elf, and a dwarf. Several moments past as the gnome introduced himself. โ€˜ The names Brinker, Brinker Fuzzwallop โ€“ you can call me Brink if youโ€™d like. Iโ€™ve been working here for Mer for a good three years yet and I am not any closer to understanding how this Tavern does what it does. Only that it appears to be sentient, knows what it wants and knows exactly what it is doing. It sounds crazy but my instruments,โ€™ the gnome, currently fussing over a tea pot that would make barely enough for a few mouthfuls, points haphazardly over to his right, against the wall where two large gemstones glowed with green light and a bunch of arcane, or at least artificers tools littered the floor around it, โ€˜all tell me that itโ€™s sentient.โ€™

Zander, noticing the patterns on the panel where the gems are embedded noted that there appeared to be a recession where the veins of light stretched too but didnโ€™t quite reachโ€™

As the party are offered some tea with rather potent floral notes. Zander raises his finger and gestures to the dark spot โ€˜It looks like youโ€™re missing a conduitโ€™ he says as he swallows the contents of his entire tiny tea cup in a single gulp.

Brink turns around and follows Zander’s finger before hastily placing the other teacups in front of the others, almost flying to the panel โ€˜no, no, noโ€ฆ This isnโ€™t right โ€“ there needs to be.. where is Timmy!โ€™ With that Brink runs up the stairs โ€˜I must tell Mer that we have been robbed. Timmy is missing!

As Mike and Ray decide to sit and try and calm Binker, Dusk watches Zander scope out the ruins they are in. Dusk, letting out a loud sigh before heading to the stairs. He mentions to Zander as he leaves that he is going to find some food and more drink but barely a nod of recognition is Zanders reply

– 10TuMeWh // 03TuRLH/10TuRLH –

As Dusk snuck up from the cellar to grab himself another tankard of ale he went up to the same bar he got his first, and second tankard from. Sitting in between two patrons already he made himself comfortable on the stool and looked over at the people around him.

On his left sat a human girl with extraordinary white flowing hair, her skin was unsettlingly pale, at least to him, and she seemed to have quite a few tankards of ale in front of her, most of them untouched.

โ€˜Hey you, half-man, that was my spot ay, you best be shoving off.โ€™ Dusk turned around to look at a man who was remarkably handsome, except for the look in his eyes.

โ€˜Be careful of this one Dusk, he has the scent of death upon himโ€™ A cold womanโ€™s voice, like the caw of a raven seemed to move down his spine like a cold shiver.

โ€˜Laddie, I have travelled long and hard and just need a few moments to rest and have an ale. Why donโ€™t you grab an ale and do the same eh?โ€™ Dusk said, reaching for a ale in front of him, his trained nose instantly telling him it had been tampered with. The pale woman looked up at him alarmed and went to say something but a wink and sideways glance from Dusk silenced her.

โ€˜Ereโ€™s one, on me lad.โ€™ he said as he passed the drink to the man and turned around.

โ€˜I donโ€™t want yer ale old man โ€“ I was busy being acquainted with the ladies hereโ€™ the mans voice snuck in like a serpent as Dusk felt the still cold ale poor down his neck.

The woman to his right, Dusk noting a red haired dwarf woman who had been silently staring at a tankard of ale until now, stood up โ€˜Now you canโ€™t be doing that, Iโ€™m going to have to ask ye to leave now and take your friendsโ€™ she said, squeezing Dusks arm to warn him of the odds being stacked against the old dwarf in this instance.

Smoke rose from his breastplate, enchanted to tell him when there was malcontent directed towards him in the local vicinity. The room went quiet as the sound of four chairs could be heard as they scraped across the wooden floorboards.

Dusk laughed. โ€˜Now,โ€™ his voice grumbled like granite tumbling down a cliff edge, โ€˜thatโ€™s no way to treat yer eldersโ€™ as Dusk slowly stood his hand gripped the haft of his axe, the metal on the broad head of the axe shifting, splitting apart as fame flickered to life within revealing a snarling demon that had been carved into the head of the battle axe, โ€˜My Lady bitch, Iโ€™ll be needing your help on this oneโ€™ he said turning around โ€“ his other hand gripping the emblem of the Raven queen.

As he turned, a bottle came crashing down, aimed for his head, it shattered above his head as golden raven feathers seemed to manifest above him, the remaining liquid within hissing as it evaporated on his divine shield. โ€˜You lads will wish you hadnโ€™t been tinkering with dark magic now ay. You seeโ€™, crunch, Dusk stepped forward splintering a floor board as his divine presence flowed from his emblem causing a visible energy to spread across his frame, causing the axeโ€™s flames to flicker with black magic (a parlour trick for those clerics who know how), โ€˜my lady told me you had the stench of rot upon ye soul. I can see it nowโ€™, he pointed with the axe the very movement of the blade through the air around him sounding like a raven cawing.

One of the โ€˜friendsโ€™ of the man lunged at him, out of bravery or fear only he knew, the blade he had drawn from his coat hitting the same golden barrier, the scrape of metal on magic sounding like a raven mockingly calling out as it sent another few golden feathers of energy floating to the ground. The man realising his folly shrieked and stumbled backwards, hitting a wall of muscle and metal. โ€˜Youโ€™re lucky that my friends are here or you would be meeting my lady soonโ€™ Dusk stated as he placed the head of his axe on the ground, having slowly walked the men into the wall of muscle that Mike and Raynor bodies created.

โ€˜Dusk, whatโ€™s going on here. These boys causing trouble?โ€™ Ray said, rolling a shoulder as the five men turned to look up at the two paladins.

โ€˜Aye, the middle oneโ€™, Dusk nodded towards the man who started it all, โ€˜been dabbling in necromancy or so my lady says. She never wrong in this regard, the bitchโ€™ Dusk said, spitting at the floor beneath his feet.

Mikeโ€™s face turned into a snarl of rage. โ€˜You had to say the N word didnโ€™t you..โ€™ Ray said, sighing as a Mikes mailed fist connected with the mans forehead, the limp body tumbling to the ground.

โ€˜Easy now boys, let me deal with itโ€™ Zandar said, floating above the paladins, his hands extended as electricity pulsed between them. An bolt of lightning passed between his hands, arcing out and passing through the heads of the remaining four men. All of them convulsed for a moment before falling to the ground, unconscious or paralysed the party cared not. Landing on the ground Zander dusted his hands, realising that the ground he was on was in fact the first man that Mike took out.

Hopping down he went to stand next to Dusk as Raynor and Mike walked the men outside, rope coming out to bind the hands and arms of the men until they decided what to do with them.

โ€˜We figured when the noise stopped you were causing trouble, not too far from being right were we Dusk hmm?โ€™ Zander said, clasping the old dwarf on the shoulder โ€“ his divine magic seeping into the talisman he still clasped in his hand. After a few tense heart beats the occupants of the tavern released a collective breath they had been holding and conversation and song began again.

โ€˜I guess I should be thankful sir Duskโ€™, a quiet, tentative voice sang from behind him, โ€˜ that man and his friends had been trying to ply me with drinks for the past few days. Mer didnโ€™t want to do anything with them since they were paying customers and allโ€™ the white haired woman said, having turned around. โ€˜I am Mel and this is Rose, we had come to Lothgar looking for help before the Tavern went crazy and we ended up here. We are originally from Sparrows Rest, Rose has lost her kid you see andโ€ฆโ€™

โ€˜Enough Mel, letโ€™s not burden the travellers, as capable as they are, with our little villages problems. Come sit, let us buy you a roundโ€™ Rose, the red haired dwarf spoke dragging over a few chairs. โ€˜Mer is an olโ€™ friend of mine โ€“ we were rivals for a bit there when his tavern accidently ended up in sparrows rest for a few weeks there. So what brings you to this cursed tavern?โ€™

-05TuBaHe / 10TuBaHe-

As the dwarf, half-elf and two humans sat down Baxter kept his head down and moved the chicken around the white sauce and potatoes on his plate. He didnโ€™t know what he had been thinking, being here was a bad idea, moving from Sebluff to Lothgar had also been a bad idea. He sighed, he barely had enough money for his room and the chicken in front of him. He needed to get back to Lothgar and pay his debts so he could his life anew.

Bax had never been good with staying clean and taking up this last job had really caused him to slip further. โ€˜One last jobโ€™, โ€˜quick in and outโ€™, โ€˜donโ€™t worry โ€“ you will be gone before they realiseโ€™. He scoffed loudly, Mr Pondt, the father of crime in Lothgar had been wrong. Oh god his side was so itchy, he scratched it as nonchalantly as he could but the clear crystal in his pocket was starting to send sparks of energy into his side, and his jacket occasionally sparked. It was getting out of hand but if he could get this stone back to Mr P. then he was good, his debts paid and then some.

Then he could stop once and for all and make something out of his life. Maybe then Sebluff would see him for what he truly is, how Sarah had seen him.

02WeTest1/10WeTest1

The cold ale was a mystery to her, how did the ale remain so cold when the tavern had permanent Infrastructure or visible cooling mechanism? Regardless, it wasnโ€™t half bad ale, better that swill she was used to.

Looking up she noticed a rather odd dwarf have one such cold ale poured down his neck, what surprised her was the sheer magical force that seemed to radiate from the dwarf, centralised on his clenched fist that held a talisman or some kind. Or so her glass eye told him.
The three humans, no one was a half-elf, stood behind the men causing a scene and they had a similar aura about them. One of them reminded him of someone she met a long long time ago. She itched the scar around her left socket, a single blow took everything from her but also gave her so much, this was the result when mortals clashed with forged demigods.
Picking apart the selection of meats, vegetables and cheeses before her, she settled on a chunk of crumbly soft cheese, a portion of salted ham and a picked purple vegetable she hadnโ€™t had before.
โ€˜the elves can it dragon root, itโ€™s really some kind of soft sweet tuberโ€™ a friendly voice said to her left, glancing that way she noticed a reasonably plain man with large tan overalls.
โ€˜the names Willid, friends call me Willโ€™


She extended her hand and clasped the humanโ€™s hand tightly, still getting used to this form of strength โ€˜Chad, Chad Fyresteel. Smith by trade. Pleased to meet you Willโ€™ she said, her voice sounding exactly like the Smith she shadowed briefly in Lothgar.

โ€˜what do you make of them huh? That Dwarf looks to be quite the fighter, look at that Axe.โ€™ Willid mentioned, inviting himself over to her table.
Recognition.
She looked more closely at the party of adventurers, she had met them before in the temple of Malar so long ago, well it was mere months, but that feels like a long time for someone in her business.
When they didnโ€™t seek her out in the walled city she assumed they hadnโ€™t made it out, especially considering that he was there too.
โ€˜The two paladins are also lethal in their own right, the half-elf also had some tricks he is yet to revealโ€™ she mused, Willid looked perplexed for a moment.
Pointing to the adventures, she quickly tried to regain the persona of Chad. โ€˜the swords look enchanted and the half-elf looks to be capable of magicโ€™ to punctuate her hypothesis the half-elf pulsed electricity through the temples of the four men.

Willid drank deep from his tankard before standing up. โ€˜Well, didnโ€™t expect that. But you canโ€™t really expect anything in this tavern anyway. See you around Chadโ€™ he mumbled as he walked to the bar.

She didnโ€™t give recognition to the men walking off as her glass eye detected another source of magic. A crystal the size of a chunk of cheese was in the pocket of a young man across the room, and it looked like it was pulsing in the same manner as the room was.
Interesting, Baxter had actually gone through with it. Now, with these adventurers and a room full of people in the middle of nowhere how was he going to get out to hand it over.
Stretching in her chair she felt her skin shift slightly, an involuntary shift that occasionally happened when her concentration waned, glancing around she made sure no one saw her guise shift before eating the food in front of her. It was going to be an interesting task for the young thief but if he could pull it off she may have found herself an apprentice.

A day passed as the group slowly questioned the patrons, the fact that most of them were drunk didn’t help the situation and as sat down in front of a new patron they could already tell that they were not the thief who stole the crystal that Brink called Timmy…

After resting the night at the inn they came down stairs to sit in front of the man that they called Chad.

“So, what brought you here?” Ray said, watching the old man pick at some food on his plate before swigging down a glass of water. Odd he thought, the other patrons were normally hitting the ale already.

“Came ‘ere looking for a cold drink and wound up staying longer than we planned” the person disguised as char replied. Mike sat down next to Ray whilst Zander and Dusk spoke to a few people at the Bar. “What about you lads? Been seeing you talking to the other patrons as well. You guys starting a band or somethin?” not-Chat said, stuttering on the last word as Mike lay his enchanted great sword against the tavern table.

“Something like that. Our band needs some financing you see, and we have a buyer for a large crystal about so big” Mike said, showing a drawing, a sketch really, that was provided by Brinker. Mike swore he saw it, a twitch, a shift in the eyes of the smith. Something familiar about those eyes. As Mike leant to Ray the doors burst open.

08ThMa3/10ThMa3

The doors to the tavern swung open, letting through a breeze into the tavern that had begun to feel more like a cell rather than a place normally associated merriment.

It had been but a day after the Tavern had shifted unexpectedly, the food was beginning to run into smaller supply with no one but the party being willing to venture out side for fear of the tavern deciding to shift again and leaving the patrons stranded.

โ€œwhat luck!, a Tavern in the middle of no where!โ€ one of newcomers bellowed to two other humans behind him as he stepped through the threshold. โ€œIt will be good so rest our steeds and our weary bodies after such long ride hereโ€ he laughed, clapping a man and a woman as they both walked through the door.

The newcomers instantly gave a freshness to the tavern, people strode up to greet the newcomers who were equipped as only adventurers could be.

โ€œBut Drood, there wasnโ€™t a tavern here before, the maps donโ€™t show anything for a few days in any directionโ€ the woman said, moving a strand of amber coloured hair behind her slightly pointed ears as she adjusted her pack, a large necked lute sticking over one shoulder.

โ€œNonsense Filli, Taverns donโ€™t just spring out of the ground. Your maps just must be out of date.โ€ Drood said with mirth, his eyes drifting towards the tankards of ale. Despite looking like a man who prefers the company of animals over humans one could recognise hunger in his eyes when looking at the unspoken promise of cold drink and good food.

โ€œNo, Filli is right. This Tavern has only just appeared here,โ€ a man, rather unremarkable except for his sleeveless robe that connected to a hood that seemed to wrap around his shoulders and extend down. His forearms and hands showing arcane etchings, marks and runes marked him of someone who studied arcane. His eyes moved calculating over the room with a gaze that seemed to stare through people rather than upon them. โ€œYou, Sorcererโ€, the hooded man pointed towards Zandar, โ€œthis tavern, surely you can tell it is not bound to the material plane. What brings you and your, โ€˜his eyes drifted briefly over the companions of Zandar, a smile crossing his face, โ€œAh, you made it off that mountain it seems.โ€

Slowly a man in the corner of the room stood and tried his best to nonchalantly move to the front of the tavern.

โ€œGood to see you again my Lady Firehair. The guises you take always confuse me since your normal form is such a marvelโ€ the hooded stranger whispered in the ear of the man having travelled across the room in an eye beat thanks to his mastery over magic. โ€œI suppose it would be your doing that this tavern is unbound. Never matter, I am here to rest. My compatriots and I have come from the Black Iron Isles and we would rather rest than clean up someone elseโ€™s mess.โ€

Whilst the room was focused on the exchange between the new man and the the smith they knew as Chad Baxter saw his chance and moved towards the front door, using what he had learnt on the streets in his youth he made it to the front of the tavern and slipped out the door with nearly no one noticing.

โ€œWoah, hold on there boy.โ€ a voice like scales scraping on a rock came from behind him as he checked one last time in the tavern.

Turning around, trying not to arouse suspicion he was greeted with the blue scales of a dragonborn standing just off from the doorway holding the reigns of four horses.

โ€œYou, I canโ€™t find where to stable the horses. Take care of it for me will you stableboy?โ€ He dragonborn said as he walked forward and handed the reigns to Baxter.

Nodding and bowing his head he walked around the side of the Tavern. He had never had it so easy before, glancing around to make sure that there was no one watching him he tied up three horses and started to size up the fourth for himself.

โ€œHey boy, now Red told me that he gave our horses to a stableboy but. I think you aintโ€™ him huh?โ€ the man that the other newcomers referred to as Drood questioned, leaning against the wall of the tavern โ€œwhy donโ€™t you step away from the horses and come in side for a drink. Be thankful I came out and not Magnus, that man isnโ€™t as understanding as meโ€ Drood said, standing up and stepping forward towards Baxter.

Baxter couldnโ€™t give up now. He had to get the Crystal to Mr P. or his future would never truly begin. Hoisting himself up on the horse as fast as he could he whirled the beast around in the same motion, preparing to spur it on to escape as quickly as possible.

โ€œThat wonโ€™t do. Get down boy!โ€ Drood yelled, grabbing at the boy and grasping onto the crystal through Baxterโ€™s shirt. Green arcs of lightning shot out causing the older man of the wilds to convulse and fall backwards. Looking down at the man Baxter could tell that he was living. His breath was rapid but looked steady enough, his mouth opened slightly as if mouthing words but nothing would come out.

โ€œSorry mister, I am not going back to the streets or worse. If I can I shall bring back your mare, if I can find you that is!โ€ Baxter spoke, leaning down the side of the mare as he made it trot past him.

Drood could only watch as the mare and the boy disappeared away from the road. He could feel the magic, what ever it was, pulsing through his body interrupting his own connection to the weave and to nature. Until the energy dissipated he was stuck here.

A hour or so passed and the energy had not let up, it seemed to pulse and glow like a heart beat and it was showing no signs of wavering.

โ€œWhat are you doing Drood?โ€ A cool voice like a refreshing ale spoke from five paces away. Unable to talk he mustered enough strength to turn his head. Magnus stood there, cleaning something under his nail with a short sharp knife. After a moment of Drood being unable to talk Magnus sighed and approached Drood, placing his hand over his chest the green energy sparked into him before being re-directed at the wall of the inn. through Magnusโ€™s other outstretched hand.

โ€œMagnus! The boy, he took Yendavire. When I grabbed him and tried to get him off the horse he used some magic and struck me with green lightning. I have been paralysed on the ground since.โ€

โ€œInteresting, it was the same resonance of what powers and flows through the tavern. Come in Drood and speak to my new acquaintances.โ€

As Magnus and Drood entered the tavern they saw Ray and Mike looking around where Magnus had left the man who he referred to as Lady Firehair – who had disappeared, a well practiced talent.

“Ray, Mike. My friend Drood her was saying he was just knocked out by some boy who blasted a greenish magic from his pocket over him. The magic felt like it was the same as what powers this tavern so I would believe that he is the one you are looking for.” Magnus declared, the tendrils of magic he employed like an extension of his will retreating from the thoughts of the two Paladins in front of him. “Sadly, he has taken Dasher, she is faster than a normal horse but easy enough to track. If you leave now you may be able to catch up with him if he rests for the night.”

“How do you know we were looking for someone…” Mike began before Ray cut him off.

“Never mind. Will you lend us your horses, ours got spooked by the appearance of this tavern and have not returned.” Ray asked as Dusk and Zander approached. “You have my oath that we will…” he began before the man called Drood interrupted.

“No, you can not have our horses. What madman would give horses to a group of strangers they have just met after they had just one of theirs stolen?” Drood blasted, his face flushing with evident anger.

“Nonsense – I have met them before, except the sorcerer of course, They are no stranger to me so they can take them just be sure to bring them back tomorrow or the day after. That should have given my comrades and I enough time to rest.

Flustered Drood went to object before he just sighed, nodded and walked to a booth in the corner of the room – snatching a bottle of amber spirits on his way to the seats.

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 theyโ€™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 โ€“ 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 didnโ€™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 wasnโ€™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.

As Ray, Mike, Dusk and Zander approached the campfire after following the tracks of the mare to and along a dry river bed they noticed a flurry of movement around the light.

Spiders, giant spiders by the look of it and around a dozen of the skittering backwards and forth as if testing the resolve of the flames in the fire itself. Spurring the horses on faster they approached the first of the spiders at charging speed – a swing of the sword called Sky Chariot split two spiders in half before a blast of magic sent another one twitching into the dirt as electricity burnt the hairs on its legs.

Ray and Dusk jumped down next to the frightened boy, wielding a flaming branch like a club despite having a deep bite in his calf. Dark purple lines pulsed from the bite mark heading up his leg. Dusk stamped his foot in the ground calling upon the spiritual weapon of his patron – A large spectral raven manifesting behind him, dark chains binding it to the ground as its beak opened wide to make way for a axe head. The weapon lashed down, cutting several legs off a spider before rearing back up preparing to strike again. Ray placed one hand on the boy, a glow coursing from his hand over the wound – the poison just taking his toll as he lost consciousness.

“I hate spiders” Muttered mike as he cut another one in half joining the other two party members by the fire, holding the reigns of two horses.

“Wheres Zandar – we could use his ma..” Ray began before a gust of wind told him that Zander had floated above the ground using one of his spells.

“The way they move makes it hard to get them in a line, but I can try this..” He said as he chanted a quick incantation, the hairs on everyone’s arms standing on end before a large fork of lightning split across the ground from the sorcerers hands – piercing and frying several spiders at once.

The spiders, those who had survived the party, scurried off into the brush.

Tying up Baxter they put him on a horse in front of Ray and left the fire light. It was a long journey ahead of them and they didn’t fancy being woken up to the sounds of skittering feet for a very long time…


Well there we have the writeup for this weeks adventures. Some bits were added to try and knit the different pieces together and it turned out to be quite a large week content wise. Turning it from a series of descriptive short (Very short) stories into a larger one was a bit of fun and seeing how they all blended together made me feel confident that a modular adventure approach was feasible for the future.

So if you liked this weeks content feel free to let me know and also let me know if you think I should have these random adventures (from previously generated comments) frequently – I was anticipating one every 10 or so weeks but will see how it goes as I believe this was a success.

Don’t forget to have fun with your writing, adventuring or role playing and as always don’t forget to roll with advantage,
The Brazen Wolfe

Blood Gold…

Well a weekend write up is due and oh boy do I have a big day ahead of me. I enjoyed writing up the encounters and could see the logical flow and, more importantly, the valid reasons for all of them to be around the town of Newtbranch. 

So I have tried to write up this week in the same approach as the week prior – itโ€™s not quite as story driven as the other days buy by using all the days of the week to expand the narrative of the day


Adventure hook

The town of Newtbranch is built amongst the branches of massive marsh trees. The entrance of the cities is an engineering gem, designed by the first caretakers of the Town. The Elves who could sing to the trees to mould them to a shape more fitting or suitable. Many of the oldest buildings in the town are elven in design being built within the living trees to grow and change as nature does. The Gnomes who tinkered and brought artifice to the Town designed the large winch that lifts a platform into the trees as a way of creating a secure method of entering the town. The dwarves built under the roots of the trees and with the help of the elves they reinforced the roots of the trees. Bringing in rock and soil from the mines that litter the marsh they were able to ensure that the roots of the trees could run deem and secure and guarantee the tree town was secure. 

The marsh that the town is located in is riddled with history. A civilisation that disappeared long ago has left its traces. Sunken temples litter the marsh, tempting would-be treasure seekers into their dank, wet walls – many of whom do not return. 

The other thing that the marsh holds is gold and precious materials. Mines have been sunk all through the marsh, the land itself is either owned by families who have been around or the rich who have come to Newtbranch at the promises of riches, or an escape from a complex life in the large cities.

As of late however the quiet town of Newtbranch has been seeing masked figures skittering across the rope-bridges or sneaking under window sills. As soon as the alarm is called, whether silently or loudly no trace of these masked figures can be found.ย 

The party

The party has received a non-marked call for aid. The letter is as follows. On the back of the scroll is a map and the advice on how to enter the town (where to call out to enter the town)

Image generated in parchment scroll creator

The entrance to the town

As the party approaches the town, known only by the location marked at the end of a road on a map. They call out to the guardsmen hidden in the branches โ€œWe seek entrance into the town of Newtbranchโ€. A few moments later they hear a rustling in the branches above them and a large platform, 20 ft long by 10 feet wide descends slowly from the branches. 

The keen-sensed party members (DC13) would notice rustling in the bushes nearby. If they are successful in noticing the rustling they avoid being surprised as 5 goblins rush forward and try to storm the platform. If the party gets in the way they attack with a savagery that is strange to anyone who knows the nature of goblins. On the second round of combat a Were-bat will leap on the closest party member and will fight to the death. 

After the fight the party are welcomed into the village where they meet โ€˜Squeakโ€™ a halfling boy of 9 years of age. Squeak offers the party to show them around the town and explain some things that are overlooked by newcomers, but he requests a gold coin. If they do take up his offer then he would take them around the town and would note where the party could stay – mentioning facts or rumours about the townsfolk and showing them where to keep their animals (which they would have passed if they entered the town), showing them Henry’s Emporium – noting that he thinks Henrietta is a witch because he has seen her casting spells and a ghostly hand moving stuff around in the shop. He also mentions that the best miners only buy from Henrietta – she has the best stuff.

He also points out the home tree – a great tree that has a winding staircase that looks like homes that look like they were built in the tree, noting that a few homes are vacant due to people mining late into the afternoon/night. He then finishes up in front of Jolly Fandangles. He mentions that Sal, the owner also owns most if not all of the land below the trees and that they sell miners permits to mine their land, most people canโ€™t afford the permits so Sal takes a share of what they mine from the land.

If the party paid Squeak more than the asked price (1gp) then he would also thank them profusely and offer the advice, donโ€™t get on the wrong side of Sal – rumour has it she is backed by some very powerful people from the outside. Those who go against Sal have bad luck or simply disappear – but she isnโ€™t a bad person – she just owns the town. 

Squeak then turns to run offย  as a dirt covered man stumbles in and bumps into the party, mumbling an apology (that doesnโ€™t make it to his eyes) he stumbles into the Jolly Fandangles. โ€˜Thatโ€™s Ash,โ€™ Squeak says, โ€˜looks like he had another bad day in the mine, well, a bad few years. He really needs to give up and go home.โ€™

The Jolly Fandangle

The Jolly fandangle is a largish tavern that has a large tree trunk that the tavern is supported by and built around going through the middle of the tavern. The tavern is warm, despite there being no obvious fire or hearth and there is a band playing a merry jig in the corner. An amazingly beautiful young woman commands the bar, and she gives off a presence of authority but not in a cold way. 

There are a handful of meals available to purchase. A โ€œRabbit Surprise stewโ€, Roasted vegetable bowl and โ€œMiners Platterโ€ which is an assortment of cold cured meat, bread, cheese and berries. 

The woman is Sally, the owner of Jolly Fandangles, she has an assistant, Jess, that spends a lot of time in the back of the kitchen but she seems to be an energetic young woman who watches everything Sally does in the way of a student watching a teacher. 

If asked Sally explains that some of the villagers have seen strange figures are night that appear to have white masks, or skulls like the undead, but they have not been seen in the city. 

She also explains that there have been sightings of dark figures in the marsh – but canโ€™t give out a name for who has seen them, only that they have been seen. 

The party find themselves seated at a table next to a man dressed in layers of black cloth, he talkative, asking about the party and their business here, the party is cut off in their answer by Sally who places food in front of them loudly and offers them a round of beers on the house.ย 

The Marsh

If the party goes exploring the marsh they will find a set of tracks heading towards a worked stone outcrop.
Those who are good with stonework (Dwarves for example) would be able to identify ancient stone carvings, almost like legs of a dying insect jutting from the solid ground (after walking through a bog for the past hour or so), the work is incredible yet aged but the crafters race is unable to be deduced.
Following the footprints they find Esmereld who had fallen into the ruins of a sunken temple through a 3ft hole in the roof where the stone had given way when she walked on top of it. She says she was searching for her friend – Ash, who had left the Tavern late at night but had not been seen since. 

In the temple any movement near the walls will trigger the guardians to attack silently – triggering another surprise encounter. 

The room is 40ft long by 20ft wide, the only light is from the hole in the roof which grants bright light 10ft under the hole, then dim light for a further 5ft, after that itโ€™s darkness. 

The animated armor will not pursue the party out of the temple as they just want to keep invaders out. 

Upon returning, if Esmereld survives, she will offer them to stay at her place free of charge.ย 

Back the the Treetop Town

By the time they get back it is dark. No goblins attack this time. That night if the party stays with Esmereld they are woken up by Ash knocking on the door – he comes in hurriedly saying that on his way back into the Town he saw masked figures climbing the tree trunks near Henryโ€™s shop.

If the party went to investigate they would notice 7 hulking figures jumping from a tree trunk. Two have long feathered bows (longbows), 5 have wicked looking swords and axes (Long sword or battleaxe). 

If they stay in the Tavern one (Dm Picks) of the party is woken by the sound of a bottle rolling along the walkway outside the room they were staying in. If they investigate they see a brief glimpse of a white mask (looks like a skull of some large animal) and muddied skin. 

If the party went to investigate they would notice 5 hulking figures moving silently along the ramps and rope bridges in the town. Two have long feathered bows (longbows), 3 have wicked looking swords and axes (Long sword or battleaxe). 

After the battle the party finds one of the orks, an archer still alive – as it dies it curses the party for aligning with the dark one that stalks the land and hopes that the party’s dark master will use their corpses in his army of the dead. (if the party can question it further – see Speak with dead)

One of the guardsmen then comes forward to discard the bodies, saying he doesnโ€™t want to leave the bodies around to scare or cause panic in the townsfolk. **A perception check, passive perception 15 or DC13) would note that the guardsman has his uniform over a few layers of dark cloth, and the first foot of cloth, under his guards boots are covered in mud.**

The party returns back to where they were staying and starts drifting off to sleep. An hour into their rest they are woken up to the town’s alarm bell ringing. 

As they rush out to find out what’s going on they are 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 rumorsโ€™ of a dark wizard hidden in the mists were coming through from the guardsmen that made it back to the town โ€“ but they were missing a unit of men and women who went into the strange mists.

As they descend to the base of the tree they find 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 โ€“ 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. 

After fighting the 8 zombies at the base of the trees they notice that another 4 number of zombies (the dead orcs that they killed before – all of them are still wearing the white skull-masks) approaching them from behind the wall of mist, which parts momentarily thanks to Henrietta casting a spell (gust) to reveal a figure in the mists.

The party has about a minute to do whatever they want before the zombies are revealed as all the zombies are revealed, Henrietta appears and casts a gust spell – the mists briefly parts revealing the black cloaked stranger raising another zombie from the body of a guarsemen. 

The necromancer keeps the zombie guardsman in front of him at all times, using him as a human shield (reaction to pull the body in the way) the other orc zombies will attack the party. 

After the battle the necromancer will have a letter – saying to attack the town but to leave Sally alive.

Concluding the adventure

If the party confront Sally (by herself) and donโ€™t show the note to anyone else she will reveal that her father runs a cartel and is trying to bring her away from the town so he can have free access to the mine. She is sick of being a part of the family and wants out.

If they do reveal it to others they dismiss it as a blackmail attempt upon Sal – and Sally wonโ€™t open up.

Sal will also reveal that she wrote the letter to the party – and that she had written several – they were the only heroes to arrive to save the town that she had come to care about. She will give them a bag of gold that would be worth 2000gp if sold to the right people. She also would provide the party with a map showing the known locations of the sunken temples in the area (plot hook for a future adventure) as a way of saying thanks.ย 


Thanks for joining me today to look at the conclusion to this weeks adventure. I hope you enjoyed the different formatting this week (I think its a lot cleaner and perhaps a bit easier to follow..) and I also hope you liked the narrative approach I used for some of these writeups. I think I will keep doing this in the future so that these micro stories could inspire you, my awesome readers, to write your own stories or better yet, have a go at dungeon mastering your very own TTRPG session,

Don’t forget to to tune in for next week, where I reveal my method to the madness of writing multiple hooks, NPCS, encounters ETC, and hopefully it works! As I mentioned very early on I am experimenting with writing down and noting down what normally takes me a few hours (to completion, a few minutes to conception) and I hope it pays off.

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

A nest amongst the sands…

Sunday has come and the adventure has been started. This week we were looking to keep things simple with reduced variations or options in this week’s adventure. So to wrap it all up I will see how in depth I can go.

Hope you liked this adventure and are looking forward to next weeks!


To hunt the cockatrice takes the characters into The Hollow Desert, a place where rain comes but once a year and those who travel, let alone live there, have to be made of stronger stuff. 

The denizens of the desert are hardy, resourceful and cunning, they have to be in order to survive. 

The characters find themselves entering Apituk, part of the Khizdumese Theocracy, after travelling for quite a few weeks to get to the city. Unlike the grasslands around the city the streets are paved with stone and the buildings are crudely made from sandstone and people from all races are flittering around haggling with street vendors trying to get cheaper prices for food, goods and trinkets.

The plot

After an hour the party finds themselves approached by a man dressed in a long black flowing cloak. He Introduces himself just as โ€˜Yโ€™ greets them praising them for their reputation and singing praises of the party which are almost all true the and requests that they follow him as his patron has a request for them that will pay them handsomely for their involvement in the successful outcome for his patron.

The man ushers the party into a carriage that looks to be extremely well made with plush fabric covered seats and exotic furs to add that little bit more lushness to the experience. The carriage is large enough to seat 8, impeccably clean and feels overall quite expensive. A little basin with little dish of water is placed before the party by the carriage footman. The mysterious man, who calls himself Y, quite confusing really, produces a small palm sized crystal that glows with a purple light and places it in the basin.

A ladies voice, muffled by magic or something mundane, speaks from the crystal and from the tone and language used they party can tell that she owns the carriage and probably much much more.

The owner of the voice offers the party a job, go to a gypsy camp in the Hollow desert and retrieve an artefact called the Shruiabe Coin and bring it back to Y. The party as compensation would receive 1,000 gp each for their discretion and the artefact and a bonus will be provided to them if the artefact is the genuine thing and does what it is rumoured to do so. The party is to wait at the Mulberry and Cake inn within the city for their full compensation upon their return. If the party accept then Y would produce a map that indicates the known reported locations of the gypsy camp and a sum of 350gp to get provisions for the journey as the Hollow desert is not a forgiving place.

Once in The Hollow Desert if the party had hired help (a guide) or purchased/hired camels or other animals/vehicles that could travel across the sands in a desert then that would make the journey easier. For each day that the party travel they would suffer a level of exhaustion unless travelling via animal vehicle, guided by someone knowledgeable or travelling at night (when itโ€™s cold, not hot). 

The people

Kelsei Whisper song

Kelsei Wispersong is a moonelf (tanned now) who travels with the various traders and gypsies in the Hollow Desert. She is just over 5 feet tall, a little chubby but sharp as a tack. Nothing escapes her notice and thats how she has survived so long in the desert with the gypsies that seem to travel with the change in the sands.

Kelsei knows what it takes to survive and if you ask around about her she does just that. Knowing a good thing when she sees it she is quick to make them best of good situations and she always seems to make it out on top. However she has just as quickly to know a bad thing and when to cut her losses (or avoid them altogether) and walk away.

When the party enquire about the Shruiabe Coin Kelsei gets defensive and would enquire as to how they know about the coin, why they want it and who is it for. To prove their worth for the coin Kelsei would request that they retrieve for the gyspie camp 4 cockatrices or the same number of cockatrice eggs as this particular troop of survivors has learnt how to domesticate them and use them for guardians of the camp, as currency and when times get rough, food. She would describe where they are poorly (if they have a guide they should know but wouldnโ€™t be pleased about it) but if she notices the party have a map she would offer to mark it on there – surprised that itโ€™s already marked on the map as the third possible location of the gyspie camp. She would explain that they had to leave when a group of marauders attacked them one night and caused many losses to the people of this camp.


The Encounters

There are three stages to the fights this week. 2 road side encounters,1 at night when they camp and 1 when they go to retrieve the cockactrices or their eggs. Let’s have a look at them


Tricks of the sands.

On the first time of travelling they would see an oasis off in the distance with what looks like a plume of smoke coming from it (if travelling at night time they would see a pinprick of flickering light). If they were to roll investigation (DC14) they would determine it to be an illusion. But not quite a mirage. If they continue on their path towards the one of the three last known encampments of the gypsies they would then be buffeted by sands and would have their wills tested (wisdom saving throw) – if they fail they would find a cave not far off the track which they would try and shelter in from the sand storm. If they pass they realise that there is no sandstorm or no cave and would be confused if anything else were to move to the bottom of a large sand dune and appear to take shelter. 

If the party does try to shelter in the illusionary cave they would suffer a level of exhaustion after an hour as the sun would continue to shine down on them and would dehydrate them. If they pass again they would be ambushed by a Blue dragon wyrmling who would fly over them and throw blasts of lightning at the party trying to scare them off. If they beat the wyrming who would plead for its life, or if it has a chance to escape the party would find out (by the wyrmling informing them, or the party stumbling at the base of cliffs where several adult blue dragons would swoop down to confront them. If the Wyrming lives he would be there and would try and persuade the party to leave (whilst asking the adults to leave them alone) as the party has stumbled upon the nesting grounds of the blue dragons which was the cause of the gypsies abandoning this rather good position to camp long term. 

The party would find shelter not far away (or could ask for shelter from the dragons) and could rest for the night. If they do rest here the dragons would fly and warn them to not go towards the cliffs but to stay in the oasis.

Blue Dragon wyrmling


Stingers come from beneath the sands.

At night if the party eats food or lights a fire they would be attacked by the human sized Sand scorpions of the hollow desert who are either drawn towards their food and the heat from the fire. 2-3 scorpions would attack them and would try and take the party members (furthest from the fire) one by one back into a nearby shallow sand burrow.

In the morning the party head towards the next known campsite and find that it is the correct one and itโ€™s inhabited by the gypsy camp.

Blue Dragon wyrmling


Iron Tooth clan

On the way to the next camp, the following day or that night – depending on players and if they need to recover any exhaustion, the party would be ambushed by a group of these โ€˜maraudersโ€™ which are a mix of Tabaxi and Half-orcs. They declare that they are part of the Iron Tooth clan and that they will let the party go without bloodshed if they can take them to the gypsies of the desert so they can finish the job and kill them and their witch – who slew their last boss when they attacked them last time. 

If the party fights then it would be 1 bandit Captain and 6 bandits.

If the Party lead the bandits to the gypsies then the camp and Kelsei would fight. Kelsie would cast a powerful sleep spell that would put all the bandits to sleep except for the captain who would run away. The camp would be hostile towards the party now, not attack on sight but they would not be welcome back into the camp and Kelsei would be disappointed and request that instead of 4 creatures or 4 eggs she would require both creatures and eggs. If they can retrieve more of either that may sooth things over with the camp.

Bandits


A nest of stone.

After the encounter with the bandits they would make it to the old camp and look for the place Kelsie would have described. Finding it they would find 6 cockatrice in there and 5 eggs. The cockatrice would attack the moment they realise that the party is there. If the fight breaks out amongst the nest roll a d20 for each action taken within the same 5ft area of the nest and on 1-7 the egg is destroyed, once the fight is over if any eggs were trampled then the party is unable to recover them. The party then can bring back any cockatrice that is knocked out and bring them to the Gypsies. If any party member is petrified then they will return to flesh 24 hours after being turned to stone (but the parties may not already know this – only if they have encountered a cockatrice before or recall them with a DC14 nature check will they be aware of the petrification conditions. If the party are petrified they would wake to find the cockatrices have moved their nest and only a successful DC12 survival check would reveal where they are now. Any party member left behind whilst petrified would wake to find they are where they were and would need to decide what to do now.

Cockatrice

Credit to Dan Scott (no active links to his work could be found…)

The outcome

Upon retrieving them for the camp they would have a much more welcome return – even if the bandits were led from the camp – if they bring back the bandit captain (or proof that the captain is deasd) then they would forgive the party as long as they have the required amount of creatures and eggs. 

Kelsei would request the party to be careful with the coin as it has caused bad luck – but isnโ€™t inherently magical – the though that it is is what has given the legend its status and many bad people want to use the coin for their own nefarious purposes.  Kelsei would also explain the history of the coin and her people as an attempt to return without the coin to the city but she offers it over as a way of keeping her end of the deal. 

Upon reaching the city after leaving the desert the party must make a decision on what to do with the coin – If they hand it over then the collector (not a priest) is happy with the coin and will give them their reward. If they do not provide the coin then they miss out on the exchange, are thanked for their efforts and another party would be requested to go go find the coin at a later time.


Thanks for joining this week. I think that’s enough for this adventure so I can say that it’s a wrap.

Don’t forget to come back next week for another round of adventures were we explore the Marsh of masks and what adventures would lie within its murky waters.
Oh, and as always don’t forget to roll with advantage,
The Brazen Wolfe

Whistling Rocks in the town of Starfall

Sunday is here and with that comes a bit of a writeup on what we explored this week!

Leaving everything to chance today I rolled my trusty math-rocks and let them decide what plot and NPCs would be here for us this week. I grabbed what twists I think would be releant (spoiler alert – it could be any and all of them) and the relevant map and encounter for this week.

Without further waffling from me let’s get into the main dish of waffle!


The village Starfall

Ren sat down after as long day of tendering to get crops. Taking of her dirty boots she remembered the encounter with the elves that live in the woods nearby with a small snort.

‘not sure what they meant by the Shephard’s of the forest but I see no such thing’ she laughed pouring a mug of hot mulled wine to have with her hunted rabbit and roasted corn.

A week ago the elves had approached her as she tilled the soil of her land next to the trees that formed a living wall between her land and the village of Starfall and the elves home, the Deepwood. Elves had warned her that the village had become to greedy and the latest patch of lands they had claimed as their own had alerted the Shepard’s of the forest and her farm was in danger. They warned her to leave so that no harm would come to her and encouraged her to persuade the other villagers to do the same.

Ren had remembered speaking to the other villagers who laughed at her, claiming she was too close to the elves, and they were right. Over the past few years she had always had a better relationship with the elves than the over villagers – occasionally she would find that her crops would be healthier or yield more than the other villager’s crops which had caused her a few issues when trying to sell – not many people liked the elves due to past tensions.

A creak in the wall drew her attention even through her slightly fuzzy state due to the wine. Unbolting and opening her door she noticed that there was a lot of movement through her crops – a strong wind perhaps. Feeling the aches of the day she went to bed.

In the morning she found that great swaths of her crop had been cut at just above the ground level and large boulders had found their way amongst the destruction. Another farmer had a worse fate – his entire crop had disappeared overnight, also cut at ground level.

This continued for a week before it happened. Waking in the middle of the night to a large creaking her wall exploded inwards sending stone and wood throughout the room, knocking her unconscious and burying her under the rubble. In the morning the villagers found her unconscious amongst the ruins of her home, injured but alive, and a large moss covered boulder sat in where she would normally have her meals.

Using what materials they had the villagers constructed a wall, 6 feet tall and 2 feet deep and decided to take action, confronting the elves as surely they are using druidic magic to turn on the villagers who had so far left them to their own devices. A request for arms had been given to a travelling merchant of some sort who had connections a town over. That was 2 days ago and they were expecting the supplies any day now.

Mid-morning the following day a cart, the same one of the merchant they had requested aid from, came into town with not weapons but adventurers.

The plot

07MoRo

The party sitting down in the tavern, after a long week of adventuring, are approached by a wealthy merchant who has given them work in the past. The merchant has a problem. A farming village a few days travel from here has requested an unusually large order of military supplies. The merchant needs the supplies delivered but also wants to try and prevent any hostile actions that they may be planning as he has invested interest in what he suspects is the target of the farmersโ€™ ire.

Upon reaching the town the Party notice that a hastily built wall has been built midway through a large field, on one side there is crops of corn and wheat and on the other side is what remains of the same crop, except great swaths of the harvest is cut off at the ground and huge boulders that seem to be the cause of the destruction have appeared in the field. Talking to the farmers they suspect a tribe of wood elves is ransacking their farms, destroying their crops by use of large boulders. One of the boulders even crushed one womanโ€™s house who has yet to wake up from the ordeal.

The Farmers want to take up arms and defend their land in the easiest way they know, attacking and killing the elves to prevent future attacks.

The people

Brok Mason

07TuBM

Brok is a rugged, but handsome, half-elven male of around 50. He has a fine layer of stubble, large amounts of muscle and short cut black hair that is yet to see that caress of grey that human males of his age tend to show

Brok is slow trusting of people. Putting his faith in hard work, animals (like his dog and horse) and gold.

Once a well respected silk merchant in Lillydale he suddenly sold his shop and took to a darker business path, the movement and smuggling of people in who need to leave without a trace. This change in business venture caused his human wife and his daughter to leave him.

What his wife and daughter didnโ€™t know is the sale of his shop and pursuit of new employment was a deal made to prevent bankruptcy and his family becoming homeless.

Quick to judge and see the flaws in most people, Brok doesnโ€™t make friends with many people, let alone clients as gold is worth more to him than the bonds formed between people.


Sincerity

07TuSS

Sincerity, or Sin in other circles, is a female Tiefling of around 30 or so. She is just shy of 5โ€™2โ€ณ (157cms) with a curvy figure and long raven black hair that is occasionally tired back in a pony tail when’s she starts to conduct serious business.

Sincerity is a merchant by trade and a damn good one at that. Able to source just about anything given enough time, she has quickly given herself a name in the towns and cities she prowls. Not only that but she has an almost supernatural ability to broker trade between peopleโ€™s and before they knew they even wanted something she had already sourced it and delivered it to them for a โ€˜competitive feeโ€™.

Not much of her past is known except she was the only adopted (?) Daughter of a sage who taught get linguistics and business very early on in her youth.

Some rumours have said that she is the product of a one night fling between her sage father and something summoned by him to grant him knowledge. Others say that her father was lonely and merely happened to help an old friend when they couldnโ€™t look after Sincerity.

What ever the reason many people who cried metaphorical, or not, swords with Sincerity end up in a worse state than they were in before.


Ren Miller

07SuRM

A woman in her late 20’s Ren is a hard worker. Leaving the village she grew up in Ren has come to Starfall to escape the bad memories of her parents and how their life riddled with bad luck came to a unpleasant end.

Ren is about 5ft 6 tall with hair the colour of fresh wheat. Her skin is tanned and skin is rough – a sign of a life spent working hard and in the sun.


The Road

On the road the Party could be expected to run into a group of 3-5 bandits or just as many wolves.


Encounter with the villagers

Once the party reach the village (without any weapons!) the villagers do not take kindly to them, on the verge of hostility. They are reluctant to provide them aid, a room to stay or any form of assistance. One of the villagers may recognise one of the party and either shout their praise for a deed well done, or shout insults and bring up a past failure (rumoured or otherwise).


Encounter with the Elves

The elves are peace loving folk. If the party are to seek them out they would find them half a day travel into the woods, they reveal themselves to the party and spoke extremely broken common but would explain in elven that they are not responsible for the damage at the farms – that it is the shepherd’s of the forest and that the villagers should just leave until they are stated with what they deem to be tribute to the forest at which point they will leave. The elves don’t seem to understand what the party is asking but insists that they are innocent and to watch out for the hours after dusk which is when the shepherd’s appear.


Encounter at night

07FrRo+07ThMa3

At night, when the party return from the elves OR if they go out at night and investigate the crops they would encounter the boulders.

The boulders would remain hidden until they sense the party next to their shell – at which point they will sneakily attack one of the party trying to eat them. They whistle when they attack as air seems to rush through their bodies and out holes in their rock-like shell. This whistling will alert the other snails which will crawl forward and attack the nearest party member.

Per turn of combat roll a d20 and add the combat round number. If the value is over 10 then a villager will come and look for the source of the commotion.


Map


Shephard’s of the forest (Giant Rock Snail)

Once the snails take 40 damage (or more) they will start to move towards the forest, whistling as they retreat. The other snails will also retreat. If anyone can communicate with beasts they will understand that the snails are fleeing the farms and will not return unless the forest calls for a tribute from those who encroach upon it’s territory.

The snails would also be open to leaving the farmers alone if one was to communicate with them – as long as the farmers felled no more trees they would not likely return.


The outcome

The Party having defended the village from the snails, by their demise, escape or a parley would be branded heroes from the village and Brok would take them back to the town where they originated from to reclaim a reward from Sincerity.


Thanks for joining for this weekend writeup – Having rolled up Brok to join this adventure as well (thanks to the gods of chance and fate!) I decided to make him the messenger and escort for the party. The biggest reason for doing this is to introduce him to the party so that he could ask a favour of them in the future to help him escort his daughter and gain some respect and favour from his estranged kin.

Don’t forget to join again for this coming weeks content and remember that this coming week will be a bit lighter with just a single adventure (not 3 or 4 potential adventures) being created. If you like what you are reading here don’t forget you can subscribe and remain up to date on what I publish here. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Goblin and Lute…

Welcome to the end of the weekends writeup. This week we looked at taverns and Inns and how we could spice them up a bit.

With yesterday being a bit of a break from a creative day let’s crack on with the TTRPG content, but with a bit of a twist!


The Goblin and Lute


The Goblin and Lute (06MoGaL) is a drinking hall which seemed to appear from nowhere out of a morning mist. The rustic frame, old paint and dual layered building drew much attention as it was different from the other buildings in Ravenbrooke. Not that they were in any better starter of repair but the first creatures to step out of the tavern were goblins.

The city guard were called immediately, Afterall a band off seven Goblins stepping out of a Tavern is reason enough to work in these parts, but as the guard approached the goblins, one with an hilarious fake moustache announced the Tavern open and began the opening festivities. Several platters of food and ale were offered at the door, legal paperwork was produced to the hostile guards indicating that the goblins had indeed purchased the land from the city recently and had their papers in order. Soon the village were talking of nothing but the little goblin run Tavern and how they couldn’t wait until opening night.

Opening night was in here and as the first, daring I will add, patrons walked through the front door they were greeted by a room that was at least twice as big on the inside as it was in the outside. Large long tables with piping hot meals (mainly potato forward) were set up on the ground floor in a communal drinking be style with a second layer along the walls of the tavern that had smaller tables for more intimate or less communal drinking. The seven Goblins ran you and from startled guests and hurried into seats where they were urged to begin eating.

‘welcome-welcome. The Goblin and Lute Tavern had two rules. One, drink and eat all you want and we expect for you to pay with what you can remember you have. And 2, no harm, threat or malcontent is to come to any host, employee, patron or visitor whilst under this roof.

Those who do not follow the rules be well be dealt with by the tavern owner.’

And with that the air, wine, spirits and videos flowed all night. The level off merriment went from a subdued townsfolk to one of unbridled joy as food and alcohol filled the bellies of the hard working people.

As the patrons stumbled from their seats heading towards the front door they didn’t notice their coin purses were empty and as a Goblin.. err.. Lass offered a paying drink they thought nothing in of it.

‘our home speciality, a morning glory. You will start to feel better and recover from your night of drinking very quickly’

As the farmers, merchants and townsfolk left the front door and downed the shot of blue liquid they felt better instantly. After one step they realised the ground wasn’t spinning, two-steps they were walking straighter and taller and by the seventh step from the door they felt sober, clear-headed and the most content they could ever remember. But, they could bot remember a single thing from the night. Not what they drank, what they ate, what they spent their gold on. Nothing, but for what ever reason, they didn’t care.

The city guard lined up outside the tavern, expecting many ruffians, drunks and no-gooders to step out and they approached the first patron, readying themselves to deal with trouble they found themselves staring at a sober woman, smiling and getting the officers politely as she walked towards her home. The rest of the Patrons were the same with not one disgruntled or hostile person coming from the Tavern.

The following morning the goblins were everywhere in town. Purchasing food, supplies and goods from the townspeople. The money flowed freely and the goblins didn’t protest or argue if prices were too high or if they were barred from certain buildings. They smiled politely and wished the owners, merchants and farmers good day and went on to try and find what they were after.

This continued for many weeks and the village folk, with the exception of the guard Captain, Clarice, and her loyal guard men and women became more welcoming to the Goblins. Soon the entire town could be seen entering the Goblin and Lute atleast once a week, sometimes as frequently as daily, and the people of Ravenbrooke were happy. The townspeople also began to notice their crops were healthier, the fabric they wove seemed to be of higher quality and generally all those who visited the Tavern has some form of Goodluck.

The Guard captain Clarice sent her men in occasionally, sometimes to just report back on what was happening and once she sent in her lieutenant to cause a fight and get a black mark against the taverns name. But those guards who went in came back out happy, broke but without any memories. Her lieutenant though was found a few blocks from the tavern, drunk, disheveled (but not naked atleast) and vandalising property. The guard could only remember his orders and then coming to in a cell with a very stern captain watching over him from the other side of the bars.


This is where our adventure begins, the party members happening to stop by Ravensbrooke on their way through couldn’t help but notice the sunny disposition of the townsfolk, or the way that everything seemed to work out. On their way in a runaway bull carting barrels of ale was spooked by a horse from a traveller and ran down the road at a mad pace. Almost as if clockwork, without being aware of the bull, his owner or the speeding cart people seemed to flow effortlessly out of the way, a child playing with a ball tripped at the last second as the bull stomped where she had been but a moment before and just when the bull was approaching the party a little green goblin appeared infront of the party and the bull skidded to a stop. The goblin greeted the bull, gave its massive jaw a kind scratch before checking on the owner. Taking the lead of the bull, the globin walked upto the party and apologised for any troubled he had caused before walking the bull and ita cart to a tavern just down the road.

As the party decided what they wanted to do a coty guard approached them (06FrMi) and explained they they were expected and that they had come just in time. The guard would then escort them to the guard hall where Clarice was found head in hands and staring at perfectly penned legal documents (and if the party wanted to try and read it they would be referring to ‘The Globin and Lute’).

Clarice would go to explain that they have a problem. Violent and dangerous goblins had infiltrated the town and had somehow bought the goodwill of everyone in it. She would then hand over a bag of coins with 500gp inside it explaining that the 500gp was the agreed amount for them to deal with the problem discretely. She would cut off anyone who wanted or tried to speak as she explains that she needs proof that the goblins are a threat to the town and she needed the group to infiltrate the Tavern known as ‘The Goblin and Lute’ to support her damning evidence of their misconduct and evil intentions. An insight check would reveal she is lying, she has no proof but she is sure that the goblins mean trouble.


(06WeGaL1)

The party would have a small house offered to them by the guards as a form of a bonus. They can keep gear here if they want to or rest before they go to the tavern.

The party make their way into the tavern, a friendly globin face greets them and explains the rules of the inn. The party was only to bring in what they could deal without and on that condition they can eat and drink as much as they want as long as they can pay what they can afford. Also, if you are deemed to be of malcontent, ill will or intending harm to someone in the tavern you will be dealt with by the boss.

~:Ask the players what they want to do or if there is any plans:~

Once in the party can eat and drink what they want. As they leave they find out that 500gp has been taken or that they have only %10 of their original funds left if they left the 500gp from the guard elsewhere. They also forgot everything not written down or inscribed somewhere.

The guard would find the party and take them to Clarice. Clarice would interrogate them for information and get frustrated if nothing is returned. She would then subtly blackmail them suggesting that they would be branded as criminals and arrested for treason to the crown.

Upon leaving the building they would witness a woman begging a merchant to let her get food for her family to which the merchant refuses.

At this point one of the goblins brings a pouch of coins from its clothing and runs to the lady insisting that she dropped her coins on the way to the merchant.T

The goblin notices the party watching it and gestures for them to be silent.

When the party goes in again the goblins will be weary of them. Eventually the boss will appear and will question them.

If the party reveal that they are not working for the guards then it reveals itself as a fey creature who creates an environment for happiness so that it can gain magical power and provide happiness to those who give the Tavern patronage. By taking the money of the town the being can ensure that the money is distributed amongst those who need it and can use the positive energy to shift things subtlety, like moving children out of the oath of a bull.

It’s up to the party then what they do. They know the guards are wrong and the goblins are not what they seem.


This concludes week 6. If it comes to a fight goblins are normal goblins and I’d use a CR1 fey stat block (fairy or pixie perhaps). As for the guard use guard and knight stat blocks.

The idea behind this week was to look at non-combat encounters and explore other ideas on what a tavern or inn could be for us.

Thanks for joining and as always don’t forget to roll with advantage!

The Brazen Wolfe

The Town of Sebluff

Sunday here at last, this week even the town is randomly generated (with some notable landmarks) and then held together with gum and hope that my challenge to create something from randomly generated something’s works.

There are quite a few randomly generated things and I am not quite sure how big of a post this will be at the end of the writing session – but lets see how we go. The random traps, city ‘map’ etc. were generated in Donjon – go give them a look if you are interested!


The sleepy town of Sebluff

Map generated by DonJon Random Town generator. All rights and credit are provided to them.

The costal town of Sebluff is known for it’s farms and good natured townsfolk. Predominately humans and halflings Sebluff is governed by a council of 4 elders, the 4 oldest members of the town, who call themselves the Golden Few. Each of the councilmen and women dress ornately in purple cloaks that have a golden chain around their necks that holds a quarter of a disk of quarts decorated with wheat stalks made from gold.

The population of around 500 busy themselves with fishing, farming and most importantly trading with any who bring something to trade.

There are a smattering of houses in Sebluff, most of them contain families of a few generations and as the town is a peace loving trading and farming community they have long since torn down their walls as the nearby cities and walled settlements regularly patrol the roads to ensure that their rich trading hub (Sebluff) can continue to operate without a military.

When the day of farming and fishing is over the residence of the city turn to the local entertainment to spend their hard earned silver on. A Large theatre, The Bale and Flail, famous of it’s satire and halfling run acting company is a regular venue for people to relax and enjoy the food and plays that are dished out within its walls.

The Fat Goblin, a humble gnome run tavern is situated not far from the theatre and provides visitors a room to stay and have a quite (as much as gnomely possible) meal away from the bustle of the cities other delights.

The last notable building of some fame is the Temple of Lathander where the head Priest, Phames, runs a morning mass to greet the new day as the light from the morning lord reaches the Shrine of Hily Byne, the founder of the town and first cleric of Lathander (or so the stories go).

The plot

05MoG97 + 05MoG16

Over the past few months the peaceful town has seen an influx of people from the outskirts claiming that their farm has been plagued by flying wyverns that seem to breathe blight in which no matter of crop or animal can flourish. The good people of Sebluff have taken these people into their community and provided work and accommodation for the refugees.

The arrival of those who seek shelter has also seen the rise in power of a mercenary guild who has begun to hunt these beasts and keep them away from the farms of the townsfolk, for a modest fee of course.

Not long after the mercenaries entered the City the head priests sacred amulet, the holy symbol of Lathander gifted down from Hily Byne, is missing and a people in the city are becoming discontent.

05WeCw + 05WePr

The wyvern hunting mercenaries are pretending to be farmers from near by farms and they are extorting the town for protection money for something that isn’t there.. yet.

Brother Phames has a reason for completing his morning ritual using his particular amulet. It’s an ancient ritual said to keep dragons and their kin at bay from the local lands – he has merely hidden the amulet from the public eye whilst he waits for the prophecy to come true and a beast to come forth and test the mettle of the Hunters.

The people of the hills

Sarah Lune

05TuSaLu

Sarah has come forward with a concern – she believes that the wyvern hunters are not who they say they are. She hasn’t said this publically and has talked to the brother Phames about her concerns. She is more than likely to approach the party if she believes that they are able to help as the brotherhood of Lathander seem to have their own problems.

(see It takes a village to raise a child for background info)


Ned Talksmuch

05TuTeTa

Ned, the son of the gnome Tavern owners Mildred and Golwinkle, talks to much… He has heard rumours that the priest has been lying to the public and is hiding something. He believes that the holy symbol wasn’t taken or stolen but it’s relinquished by brother Phames due to his misconduct.

Ned is quite overt about his dislike about the clergy but is quick to back down and make apologies if questioned.

(See It takes a village to raise a child for background info)


The Encounters

As the party arrive at the town they can see that there are several well armed mecenaries taking money and goods from a few of the merchants tents. One of them, a farmer selling corn, refuses to pay and a heated argument breaks out. Seeing the party the mercenary threatens with the removal of the wyvern hunters protection if they refuse payment tomorrow and disapears. The farmer, Sarah Lune, explains to the party member what is going on – that the wyvern hunters keep taking more and more money to keep the beasts away but she has doubts if they are even there. She seems worried as her two elderly parents approach and break down in tears, fearful that their farm will fall to the flying monsters that plague the town – reportedly.

Sarah offers the protection money to the Party members if they could stay a few days and nights at her farm to look out for the farm in case of wyvern attack – or worse.

If the party does then see encounter 1, else see encounter 2


Encounter 1

As night falls on the second night the party notice a vision of a flying creature approaching them from a small forest to the north. As it gets closer it breathes out a torrent of fire that sets the corn crops alight – But something seems off in how the fire catches the stalks as small spot fires appear sporadically rather than in a line. When the party investigates (or if they investigate the Wyvern DC12) they recognise it as an illusion and can see several features running alone the ground setting fire to the crops.

4 men and women are running along the ground with a cloaked figure chanting not far behind them away from the crops with its back turned to the party – seemingly convinced that it’s illusion will keep it safe. Once they realise the party are aware of them they will try and silence the party (kill them or knock them out…). If the party members are still alive at the end of round 2 then they will spend round 3 retreating.

If the party member capture or kill any of them before they try and escape then they will recognise one of them from the wyvern hunting mercenaries. if the mercenaries Knock them out then the party wake up in their hideout in the forest. Or if they escape but the party track them then they will find their hideout in the forest to the north under a poorly hidden staircase amongst some carved stones in the trees.



The Ruins (Den of the Cabal)

05ThMa2

Floor 1.

As the party enter the well lit and clean ruins they can tell someone has put a fair bit of work in making this place hospitable. Flags showing a dedication to Talmora line the walls and there is not a spec of dust or dirt on the grounds. As the party walk forward they have no idea that the mercenaries are well versed in laying traps.

  • 1 – Rune of Paralyzation: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 10 Con save or become paralyzed for 1d4 minutes. There is a 10ft circular stone plate in the middle of this room. Anyone who steps on it will feel a jolt of lightning course through their bodies rendering them helpless.
  • 2 – Chain Flail: DC 10 to find, DC 15 to disable; initiative +4, 1 attack per round, +6 to hit against all targets within 5 ft., 2d10 bludgeoning damage. There is a panel just before the trap that can disable the trap. The room that this hallway leads to has several chests lined up and looks to hold the tribute and payment the townsfolk has been giving the mercenaries.
  • 3 – Falling Block (from side of wall): DC 10 to find, DC 10 to disable; affects all targets within a 10 ft long 5 ft wide rectangle, DC 14 Dex save (or strength save to stop the block) or take 2d10 damage. Either side of the walkway before you enter this hallway there are two reinforced banners that have a flat wide top. By using the tops of these the players can jam the block from closing the corridor. A DC15 Athletics check will stop the block from sealing the passage way (until forced back into its position in the wall and the trap reset). There is a pressure plate under the block that is recessed enough that the party can notice it easily enough. This can cause the block to remain hidden in the wall.

Floor 2

As the party descend the stairs they find themselves in a small hallway that has two rooms off it. There are no signs of life within these rooms just a writing desk in the room to the right and a statue to the room straight forward.

  • 1 – The writing desk has a Strange looking glass built into the wood. When sitting in the chair and looking through the glass they can see that the wall opposite them (1) is an illusion and they can see straight through to the hall on the other side. If they do this without setting off any alarms or traps in the floor above they would see a few mercenaries moving to and from the pillar down the hall and an open door half way down the passage.

    The statue in the room to the north (with a secret door) is a grotesque fish-person with a clawed three pronged trident. DC12 to notice that one of the tridents claws match an indent in the wall – which will cause the wall to swing inwards and surprise any mecenary on the other side of the wall.
  • 2 – This door is seriously locked. A really heavy locked door if the party members have alerted the mercenaries to their presence. DC20 strength check to break it down. AC20 to damage it with 20 hp. This iron banded door won’t give for many people at all. The Cultist Fanatic would have a key to this door however.
  • 3 – Concealed Pit: DC 10 to find, DC 10 to disable; affects all targets entering a 10 ft. square area, DC 14 save or take 2d10 damage. The whole room is a pit trap. The lever to disable to pit trap is next to the secret door/passage to the south wall in the room and not reachable unless you skirt around a narrow (6inch lip) ledge to activate the lever. On the walls is several books and several small chests on shelves as well as wall mounted weapon and armor racks.

As for creatures. If the mercenaries were followed here (and all of them escaped or the party was captured) there should be 8 bandits, 1 cultist fantatic and 1 bandit leader in here. The bandit leader and half remaining bandits should be in the 1st floor in the large room near the chain trap and the fanatic and half bandits should be down past the locked door in the odd shaped room planning another raid.


Encounter 2

The ‘Wyvern’

On the 4th night the blight drake will appear and will be seen along the coastline near the town. IF they wyvern hunters are still alive they will flee with the loot (extorted tithes) and won’t be seen again. The party members will be requested to defend the city.

When (DM decide where) the party encounter the drake use the stat block below. The drake is likely to fight by flying over the party and breathing out acid before landing and taking to them with tooth and claw. It’s forearms also function as it’s wings.

The priest will reveal that he did not lose the holy symbol but wanted to prove the mercenaries as fake or try and lay the blame on the stolen artefact on the mercenaries. He did not anticipate the beast being as strong as it was or even real.

The outcome

The party can persue the wyvern hunters as they would set up camp in the forest hideout. The priest would offer a reward if they can retrieve the ill-gotten money and goods.


Thanks for joining for another weekend writeup, I hope you enjoyed what was thought up this week. I had a lot of fun taking the random elements and drawing inspiration from them to create an adventure that I don’t think I’ve run in the past.

As always don’t forget to have fun running your games and don’t forget to roll with advantage,
The Brazen Wolfe

Don’t go into the woods tonight

Sun.. no Saturday today! Shaking things up as I am beginning a first step to another journey tomorrow. Testing out the theme for a OpenLegendRPG campaign sometime this weekend which is paying homage to a setting I started years ago. But I will save that for a writeup of the session tomorrow.. Or Monday โ€“ will see which day the session is run.

So today, I decided to focus on the idea of the genius, but mad, wizard archetype and how a creature created by that chaotic mind would function in a game. So without further waffle let’s have a look at this week’s adventure hook!


The Wyrdwood

An announcement goes out to all the cities, keeps and towns within the kingdom. Sir Percivalโ€™s yearly tournament is on and this year he has a surprise for all.

Keen to prove themselves; or looking at the reward for winning the competition, warriors, squires and aspiring adventurers come throughout the land to participate. But something has gone wrong and a separate more discrete call has gone out seeking adventurers who can track something deep within the woods. 

This call to aid, however, did not go out to the Party – they are here to watch the festival, or partake in the jollyment or place wagers on their favourite warrior in the tournament. 

The plot

Sir Percival’s house wizard, Winnifred Winterleaf, was charged with creating a beast for the grand finale – a monster forged from the natural power of the Wyrdwood itself and something that would create a spectacular fight for the visitors to watch. However, in her endeavour to fulfill her lords request she dipped into the wrong type of magic and produced something more. 

One night whilst scrying to foresee the outcome of the tournament, a girls gotta make a living, her vision took a darker turn. The beast was amongst the woods, stalking the wannabe knights in their silver glad armour, one by one they were ripped up into the treetops until there were none left. 

Breaking her vision she found her lord draping a cloak around her shoulders – it was only now that she realised that a layer of rime had coated her skin. The beast had escaped and it was not but three days until the tournament was to begin. 

When the party is found they are assumed to be the heroes summoned for. When they accept the quest they are given a pendant and a number of matching rings. They are told to put the pendant on the beast and when doing so they will be able to locate and sense it without falling ill to itโ€™s magic.

One of Sir Percivals vassals discovers that the beast is missing and organises all the warriors to go in hunt for it. At this point the lord sends for the party and requests for them to find the beasts before it takes any more lives. Furthermore Cordelia also went out to try and stop as many of the warriors as possible but she hasn’t returned from the forest.

The people

Sir Percival Winterbourne

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Roguishly handsome, Sir Percival Winterbourne has medium length brown hair that appears to glow with red tints when the Autumn sun hits it. His grey-blue eyes are full of warmth and he carries himself with a welcoming stature.

Percival speaks with a warrior’s intellect, that is to say that everything he says is calculated, weighed and deliberated regardless if he is attending his court or walking amongst the people of his city. Aware of the prying eyes and ears in his vicinity at all times, Percival is a master strategist which is understandable considering his past.

Percival gained his knighthood and Lordship by infiltrating a rival kingdom’s gatehouse and overpowering the guards with a handful of knights. This, however, went against the orders of his commander but spared the lives of hundreds of warriors on both sides of the battle. The king, finding his judgment sound and unquestionable granted him titles and land where his now growing mass of followers now reside as his knights’ bastion.


Cordelia ‘Cordy’ Carpenter

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Cordy is an attractive but boyish young squire who works under one of the knights in Sir Percival’s court. Her long walnut hair reaches past her shoulder blades but she ties it high and close to her scalp as to be judged on her skill with a blade and bow instead of her gender.

Being the squire to Sir Percival Winterbourne was no small deal. Having been born into a family of woodturners Cordelia decided that the life of her wood, sawdust and splinters was not for her. She crafted a strong short spear and trained with it in secret – disguising herself so that no one would recognise her as a woman foremost or as the daughter of a carpenter.

On one such sparring session Sir Percival happened to walk by and stepped in for her opponent. Not holding back Cordy was approached and was offered an apprenticeship under Sir Percival to be his squire. Cordy now wants to prove herself worthy of the trust that Sir Percival put into her and does her best to carry out his wishes.


Winnifred Winterleaf

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Normally seen standing a few feet to the left of Sir Percival at all times Fred appears to be a young lady of fair appearance. Her bright orange hair is rarely seen without an old leather hat that contains the wild nest-like hair underneath. Her eyes and ears give away her elven heritage but she is normally quiet and calculating, a harmonious pairing with the knight she serves.

Prone to talking in riddles Fred is channeled chaos. Unpredictable yet powerful, she acts as Sir Percival’s court wizard.


The Encounters

Two main settings for encounters for this adventure.


Encounter 1 – That aint’ no bunny lad. Thats a worg

A pack of worgs stalk the party as they travel through the woods (D&D5e = 3, open legends = 4) – they would attack whilst the party is setting up camp at dusk if advantageous to do so or would otherwise try and ambush them in the failing light.

Dungeons & Dragons
OpenlegendsRPG

Encounter 2, at night after the worgs have been dealt with the party would wake to hearing a distant, soft call for help. A successful DC15 investigation (perception in OLrpg) check would note odd notes in the voice calling out.

Upon investigating they see the form of a slumped warrior knight leaning against a tree holding a flickering lantern – but as soon as the party approach the figure the party member at the back of the pack will have something attempt to grapple and restrain them (stop from talking) and lift them into the trees. A successful counter grapple (or Might / agility for OLrpg) would see them slip out. As the party reach the suit of armor it crumbles and the lantern goes dark and falls to the ground. The party then find themselves far from their camp (illusion, investigation check dc 15) with another figure not far from them slumped down and not moving, a glowing mote of light coming from a rod like object. This is the Wyrdbeast. 

If it is approached it will attack (surprise) the party (unless they succeed on a perception check) and will attacl until it takes damage. Upon taking damage it summons a Wyrd in its place and disappears 30ft as per the misty step spell. When the Wyrd dies it crumples into a heap of wood and body parts an anguished cry for help (Help me) resounds in the woods from the beast followed by laughter a short distance away – where the Wyrdbeast is hiding. 

This repeats 2 or 3 times until the party discovers their missing companion (or if their counter grapple check passed) a real survivor in the same position of the copies or Wyrdbeast. Upon reaching it the beast and two mirror images would try and attack the most isolated party member using illusion to try and convince them that it is an ally who discovered something near a tree. But the ally is someone not from the party – they are sure (100% sure) that the person who is talking to them has been with the group the entire night.

If the Wyrdbeast can be reduced to 20% health points or the party manages to put the pendant on it would create a series of mirror images and retreat to its mountainous cave – screeching the entire time. The party would find a trail of dead, dying and wounded warriors in the morning leading towards its cave home. In several cases it looks like beasts of the forest (worgs or otherwise) appear to have tried to take the bodies or harm the wounded but they show deep clawed furrows in their bodies (a survival check would reveal) that the Wyrdbeast inflicted the wounds.ย 



Encounter 2 – Are you afraid of the dark?

Once the Wyrdbeast has fled to its cave then the party can find the final encounter there.

The cave is a 50ft climb up a hill, with one of Sir Percivalโ€™s knights hanging from a branch near its entrance. The cave is narrow (5 ft wide) and the first passage is about 50ft before it turns sharply to the south, cutting off any light from the morning sun. The first passage is a tangle of branches, rocks, discarded armor and bodies. 

There are another three passages in here, one of which (dealers choice) has Cordelia alive but unwell (mentally).ย The Wyrdbeast is dwelling in a suit of armor and if discovered will attack with itself and 2 Wyrds (copies of itself) also clad in rusted and heavily damaged armor. It wonโ€™t run any more but will use its legendary action to take up a new suit of armor as its shell if it suffers 20% of its HP in damage. It will have 5 suits around the room, including the 2 that the Wyrds are in.

The outcome

After the hunt is over the party should return with Cordelia and any other contestants they found alive. The lord offers all of them a position as Cordelias Squires, which Cordelia is taken by surprise as only knights have squires (and thus she is knighted). The party should refuse and each receive a token of renoun from Sir Percival which will grant them the status of a lord or lady, without the title.


Thanks for joining today for what I hope will be a memorable encounter. The purpose of this is to add in an element of perceived danger, of horror and something that the party members should feel a sense of real accomplishment from finishing.

For stat blocks have a look below for the files if you want to use them.

If you like what you have read today, or better yet run the adventure feel free to let me know! I would love to see how you found the adventure and what your party thought of it. And as always don’t forget to roll with advantage,
The Brazen Wolfe

What lies beneath Sparrows Rest Keep

Sunday already, a bit of a delay in getting this out this weekend as the day after a D&D session normally finds me quite tired and brain numb. But I am pretty excited to present what we have today and hope that it finds everyone ready to roll some dice.


Sparrows Rest

The party find themselves approaching the quiet town of Sparrows Rest in the afternoon after hearing that their mayor was offering a tidy sum of gold for adventurers to come to the town and solve a problem with discretion.

Upon reaching the town they are greated warmly by everyone as if they were old friends, making their way to the Dusty Spade, the local Inn, they soon find out that it’s just how the people are in this town, friendly and welcoming to a fault.

The Innkeep advises them that the Mayor was called out to a farm near the keep around midday and that he will seek out the party when he returns from assisting the farmer. The party settle down in the inn for a meal, hungry and not wanting to have rations after eating them over a few days travel and they begin to see the townsfolk trickling in to avoid the afternoon sun.

A loud, prudish boy on the verge of manhood struts into the Inn, several villagers cheer his name, Tim, as he saunters yup to the bar, pushing a few gold pieces over to the Innskeep, Rose Longhammer, as he buys a round of drinks for all present.

He begins to tell a tale of how he lost his grandfathers sword in the belly of a cowardly monster the size of a horse up at the keep at dusk the night before. Several villagers console him but braise his bravery at fighting something that large. His ego seems to swell and another tale almost begins before he notices the party watching him. He approaches the parties table, ordering more ale for them as he does, and sits down without asking. Announcing that he is Tim Carpen, pausing as if expecting applause he continues when none issues forth from those at the table.

He has lost his sword and he wishes the Party to return it to him. He is about to start retelling the tale of his heroics when the Inn door bursts inwards and in steps a weathered but rather unremarkable man. He takes a hat off and wipes sweat from his brow before nodding to Rose and making his way over to the group.

“I would speak to you at my residence if you would be so kind to join me.” he whispers to the party as he waves off Rose returning to the table with several tankards of ale, purchased by the now displaced Tim.

The plot

The Mayor has a problem, crops keep disappearing and every morning something else is missing from the farms in Sparrows Rest. It started a few moons back but it’s become more apparent and they have a holy day approaching that the mayor is concerned will be ruined if the village loses any more of the potential harvest.

The farms crops keep disappearing, sheared off at the ground as if a great scythe had swept in and reeped the crop. It started with a few bags worth of wheat, but last night an entire field disappeared and before that another farmer lost a herd of goats.

The farms closest to the ruins of the old keep appear to be hit first and hardest and even a villager or two has gone missing but no other adventurers who have come to aid the town have been successful. The mayor asks the party to find whats happening to the crops, the livestock and the villagers before its too late. They are to start at dawn and they can have two chests of gold (1500gp) if they can save the village.

The people

Rose Longhammer

When the party return to the inn Rose would put them up free of charge as instructed by the Mayor. After a meal, a few ales and the other patrons disperse Rose tells the party how her she runs the inn by herself now, he daughter used to help her a few months back but thats no more.

If the party investigate it turns out Rose’s daughter and Rose’ brother were the first to disappear, vanished overnight with no sign of struggle at their house. The door was found open and the remains of their wolf-hound was found a day later near the ruins, little more than bones and a few scraps of fur left. She requests that if they do find any information about her brother or her daughter, Susanna, that they bring it back so that she can have closure.


Tim Carpen

Potentially displeased by the Mayor taking the attention from the newcomers ignores the Party and publically states that they must be adventurers of very little renoun to be so poorly equipped to assist the village. His parents are perhaps the most influencial family in the town as Lady Carpen’s (Tims mother) ancestors once defended the lands from what is referred to as “the culling” as massive battle that saw thousands of lives lost, and their bloods, bone and flesh has now enriched the soil.

Tim, secretly, is a coward. Having been at the ruins looking for Susanna, his boyhood crush, had seen something in the ruins and fled, losing his blade as he ran.


Mayor James Goodfellow

A great man with a large heart, he only wants what is best for the town and its people.


The Encounters

The Inn

As the party sleep that night they are woken to a scratching at the wall and something dark on the streets. A few torches and lamps are lit but they are slowly being put out, lamp by lamp.

IF they investigate the party wound find Rose returning from the direciton of the Keep towards the Inn. As she sees the party a furred hand would clamp down over her mouth and drag her between houses.

The culprit is a four ratling skulkers, small by human standards but cruel and fast.


The ruins

Dusk, if the party approach the ruins at night they would find their way uptowards the keep before they are ambushed (see over-keep map) at point of interest (POI) 3. If more than 50% of the attacking forces are salin then they retreat back to the trap door and disappear down it – revealing the entrance to the lair (point 2). Each time the Party return to the keep without finding the trap door change the ambush site and the composition.


Click here for >>>Encounters<<<


Nightly attacks will happen on the city if they Party dont uncover the source of the Ratlings at the keep. Dusk or during the night.

The underkeep (see map) should have encounters of a few warriors or skulkers at POI 9, 4.

The Encounter of the black rat will be in POI 8.

In POI 7 there should be the brooder encounter but also Rose Longhammers daughter is in the pit, bound with manacles and tending to the rats.


The outcome

The party once defeating the ratlings can return to the village with Rose’s daughter. Decide if the party find Tim’s sword as well.

Once the party return the mayor will give them their small chests of gold (1500gp) and will decalre that the party will always have a place in Sparrows Rest. If the party return to sparrows rest in the future there will be a furnished house that is dedicated to them and a few acres of land that is tilled for them.


Thanks for joining for this weekend’s write up, hope the adventure brings your players some enjoyment.

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

Highway to Zel

So Sunday is here again so that means its adventure day!

This week’s adventure ended up being set in post-apocalyptic modern-ish setting using the OpenLegendRPG system.

Working on this adventure really rekindled the passion and want to get back into the campaign I wrapped up a few years back.

Anyway. Now for the content.


The Setting

Times are hard in the year 2045, multiple pandemics, a world war and the unprecedented advancement of human technologies that hadn’t been seen since the renaissance period saw a world wide cataclysm that brought humanity to its knees.

Now scattered through the cities in settlements, humans, and those descended from humans, must risk life and limb to find enough resources to sustain the refugees and existing population in the settlements.

The plot

The party find themselves in Zel, a refugee heavy settlement in what used to be Perth, Australia. The people here come from all over the globe and the city was one of Australia’s that wasn’t brought to its knees during the Riftgate experiment.

However the newly risen and the cursed Damned stalk the streets and those who venture out without protection or an escort are easy prey to the beasts and the dead that hunt humankind.

In Zel the merchant Brunblethatch Ispich, known to be a trailblazer of trends, has a job for the party. Deliver a crate full of his latest wares across the city to another settlement for sale. The party will be paid per unit that makes it across the city safely and in, relatively the same condition it leaves. The catch/twist being.. it’s live cargo, sort of,  that the Party is transporting and they are not to look in the reinforced crate.

What Brunblethatch doesn’t know is that the rogue Jeremiha Roost is also aware of the potential profit in store for Brunblethatch and had been watching the merchant’s actions with great interest.

The people

Brumblethatch Ispich

Brunblethatch Ispich is an eccentric merchant known for being harmless to others but ruthless in business.


Theo Rosenhut

Theo Rosenhut is unlucky in life and love. His latest venture to prove that his bad luck is over is to drive the cart that a local merchant is organising a guard to take to the otherside of the city.


Jeremiha Roost

Jeremiha Roost is a cruel thief that takes what he wants and doesn’t seem to care if people get hurt. There is a bounty out for his head DOA with enough to feed the party for a week.


Jasmina Koy

Jasmina Coy, Jas to most, is a savvy peddler of information. The party would do well to seek her out before any mission.


Felicity Carsmile

Feli Carsmile offers a room to rent. It’s not much but sure beats sleeping on the street. If late she seems to be less bubbly than normal and rough looking people keep visiting and harassing her at her place, Feli’s.

The Encounters

The party knows the route, to be safe they need to have one or two of them scouting the road ahead for the number of deaders (zombies from the attempt at curing the last pandemic). They assume that it should be clear as there hasn’t been any reports of the dead on the route for quite some time.

This changes…

The party spots a horde of undead up ahead and a sudden loud explosion from the way they came causes the crate to shudder as if something within is trying to get out. The explosion also alerts the horde and the party is forced down a side street with their cargo in tow.

They manage to outpace the undead and calculate a new route, along Timings street


Encounter 1

They don’t make it too far towards Timings street before a group of zombies spot them. All of them look like they suffered recent, very recent damage and appear to be searching for something else before they spot the party.

9 lesser zombies and 1 zombie.

The party after fighting the zombies notice that the crate hasn’t stopped shuddering with a regular rhythm, like something wanting to get out. They also notice that the zombies are littered with strange burn-like bullet wounds. No slug is found though.

9 – Zombie – Lesser

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1 – Zombie

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Encounter 2

Once on Timings steet the party find themselves looking at a food court when night falls. Setting up against the back of a large fallen, petrified tree the party rests.

Successful watch.
Midway through the night the party member on watch notices a shadowy figure heading towards the crate that has stopped moving after several hours.
The party encounter Jermeiha Roost and he demands the party hand over the crate and that he would spare them. If they do the party is let go and don’t have to fight him, if they don’t then a fight will break out. 

Un-Successful watch.
Midway through the night the party member on watch hears a shout before a lot of fast moving feet scramble around the camp. The party wakes up just in time to see Jeremiha Roost running from the camp and 12 lesser zombies chasing him.. Until they realise that the party members are within eating distance 

OR

12 – Zombie – Lesser

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The outcome

After the harrowing journey to the new settlement the party is greeted by the person buying the zombies… He will give you enough money for week worth of food per zombie that survived the jounrey. He will only confirm the money payment once he escorts you back to his warehouse and opens the crate of zombies into a containment pen.


Thanks for joining for this late weekend post. Today’s finalised adventure is something that I hope to actually run in a near campaign, with some things changed incase my players read this blog. I hope that it creates a curiocity to go check out open legends and give it a shot.

Don’t forget to checkout my linked twitter below and more importantly don’t forget to roll with advantage,
The Brazen Wolfe