Fright night…

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

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

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


Shrine of sorrow

07FrSB

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

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

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



Mildover, the town of webs

07FrMi

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

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

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



Thats no Rock..

07FrRo

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

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

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


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

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

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

Map, map whos got the map…

Well it looks like my upload of this failed yesterday. So today you are getting two uploads!

Thursday here and probably something that touches the most time consuming part of the role, map creation. Now if you are like me and can describe a room or setting so that people know exactly what lays before them then maps may not be used all the time. But there is nothing like pulling back a curtain, turning on that second webcam or removing the fog of war from a map with your players tokens or miniatures ready to go. The look of awe and excitement is something I still can’t get enough of and what drives me to draw, create and craft terrain and maps for my adventures. As reusable and modular a possible – I’m not a masochist.

So for this week I will have two maps from online phenomenal artists that are just about right for what I envision for the primary encounter, the rest of the journey is up to you the DM/GM and I will update tomorrow with a third map I will create and upload tomorrow (pc isn’t happy with me today…)


The mining village, Mildover

07ThMa1

Image credit to be Miska from Miakasmaps, Please check them out!

Between to mountains the town of Mildover lies in ruins. Recent rain storms have left the only way into the mountainous town flooded with the bridge collapsing long ago. The town lies quiet in ruins, vacant except for the webs. Spiders of all shapes and sizes can be found crawling throughout this valley and the rains only have seemed to being them out more, their long pale threads of silk blanketing the trees on the approach to the town.


A shrine to the dark

07ThMa2

Credit goes to artist Fantasikdod, can be found at on Tumblr here fantasikdod

Deep in the banshee woods lies an ancient elven shrine and at its centre an altar to the gods. Although not as travelled as it used to be the shrine and the surrounding woods are bursting with life during the day, but at night nothing that breathes dare to prance or prowl amongst the moonlight as a different god is worshipped in the dark.

Between pillars elven maidens can be seen to be carved into the stonework and at day they seem peaceful and even jovial. At night one might swear that the pillars sneer and watch those who cross their gaze, a predatory aura of dread washing those who seek solace from the horrors that stalk the woods


Map3

07ThMa3

So to do this map justice I will need my computer and a few hours. I ran this a hybrid of tabletop and theatre of the mind but the setting is such.

Before the party is a well travelled road through the woods. A sign up at the crest of the slight incline reads “Welcome to Starfall; Population 42”. Greeting the party as they reach the top of the incline is a break from the forest they have travelled through for the past two days and the beginning of open fields. Ahead is a small collection of homes and buildings that give Starfall a rustic homely vibe. The open fields continue as far as the eye can see to the right of the dirt road and past the houses a d straight ahead the tall buildings and smoke of a larger town or city can be seen. To the right of the road lays a hastily constructed barrier, rocks and beams of lumber primarily which seems to separate the fields and houses from what used to be fields and a house. Large patches of corn and wheat crops lay decimated so that no stalk of plant can be visible above the ground. Large stones lay at the end or amongst these barren patches and one even is nestled in what remains of a farmhouse. Past this ruined field (300 feet) a living barricade of ancient trees rise from the ground to stand defiantly against civilisation.


Thats it for today, sadly I seemed to have a fe computer issues and this failed to post yesterday, apologies everyone!

Using and creating maps add a certain element to our adventures and can really add something extra for our players. So don’t forget to have a look out there for maps to use, support the artist’s you use maps from or have a go at making your own maps!

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

The choices we make…

Wednesday is here and with it brings something that I find hard to boil down into a yes or no response. What motivates characters (and their players) to do the weird things we want them to do. Why would they go into the dank hole filled with spiders, or wolves, or bears oh my! Why do they rescue the person who sold them bad healing potions not a week ago. Motivation and how we can use that to hook characters into sticking to the adventure at hand is something that takes a while to master – and I don’t truly think one can ever master it.

Let’s look at three motivations that we can use to bring our players into the session and keep their mind locked away until the final crossbow bolt pierces the witches heart.


Ask the Player

The title kind of gives it away. For the three options below to actually work we need one thing, communication between the Dungeon/Game Master and their players. The whole game is built around communication so it shouldn’t come as a surprise that I bring it up eventually but here we go.

Ask your players at character creation to really think why and how they tie into this world. Ask them to weave a single NPC into their back story (not a novel, we all know how that goes…) and to tell you about themselves and their one NPC. A mother, boyfriend, old boss, someone they owe money or a favour to. Someone who you may want to weave into the game so that they become more connected to it

07WeCo

Connection; This is where the player has a connection that you can use. Whether it’s an old flame or a new flame at that, a debt owed or perhaps the want of a favour from someone there should be something that each player has in mind for what motivates their characters when it comes to the NPCs or potentially other PCs.

Make sure your players are ok with you putting the man who they owe a great debt to at the centre of your plot. Remember this is tying their character into the adventure at a personal level – you want to make sure that they are ok with how it twists and alters their characters’ story.


07WeGr

Greed; Now, I know what you are thinking. ‘BW – my player’s character is not greedy, they are a holy night who wants nothing of the mortal realm – their only motivation is to fulfill their oath and bring virtue to the land’. We have all had that player before, or presently, but what I want to touch on with Greed is looking at what motivates our characters, pure or otherwise, and how that can drive them to something.

Let’s look at the above example, The paladin who only wants vengeance for what happened to their innocent family and swore an oath to have it fulfilled. That desire, that conviction could in fact be an act of greed. I won’t get deep into it as it will take an entire night of writing but lets look at D&Ds alignment system. There is not just Good and Evil but there are degrees of it. A lot of greys between the black and white. Convictions, oaths, greed, desires can all be tilted slightly one way or another and the only thing that makes one good and not evil is the perception of the one wielding the sword.

Ok, best lay off the coffee.. Greed – use something the player wants and put it where they can see it. That artefact that they have been searching for – maybe the merchant has a map to where it is, but she wants a favour for it and she is cashing in now. Maybe the priestess is in good favour with the head of the church and the PC wants a blessing, or curse removed – Saving the girl may be the best outcome for your player.

To quote a dear friend of mine in his first ever DM session where I was his player. Greed is good.


07WeOs

Want; And now the very last one is rather simple. Your Party has agreed to just want to have a D&D session and they will say yes to just about anything. The past.. 20 something months have been rough, lets broach that topic for but a moment. I know that my usual band of 7 players has now become four and that they are almost always excited and ready for a game.

But that doesn’t guarantee that they will be ready to rumble come the urchin running towards them screaming for help as some nightmarish creature skitters up a wall and lunches at the boy. Talk to your party, I have set aside a rule of at least 24 hours before game time I ask the party what they are up for, regardless of planning a one shot or campaign. If it’s been a long week and they want to roll some dice I will tweak what I had planned to have some form of an encounter in, whether it’s a fight, infiltration or escape from certain death, I give them something that they want to do.

To be real – this used to be disheartening. I would spend maybe 4 hours (much like I am now) coming up with a plot, some NPCS, a map (where most of the time was spent – I have a potato for a computer…) and some stat blocks or DCs for the encounters or checks I wanted to give them, and when the group wanted something different I would feel a bit disheartened and disappointed that they didn’t want to explore the lost temple on the mountain – they would rather avoid being eaten by zombie gnolls. But now I honestly don’t mind. I think the turning point was experimenting with my current group, where no map, encounter or planning is wasted as I always find a way to use it for the players enjoyment.


This is it for the week – Not exactly twist heavy where we see the revelation of a hidden agenda, a personality shift, plot migration or something completely different but a twist in the preparationand planning that we put into these adventures.

Many DMs would agree with me, and players on that note (hence why there are always more players than DMs) that being a dungeon master is a lot of hard work and to be truly proficient in it takes dedication to one’s craft. This may be one or two weeks of non-stop Dungeoneering or it may be something that you build up to over the course of, say – I dunno. 24 years

Don’t forget to have fun, don’t forget to experiment and twist up how you navigate the twisted world roots of this game we play and lastly don’t forget to roll with advantage,
The Brazen Wolfe

You meet along the roads most traveled…

Tuesday has come and will shortly go, but as the end of the day draws near it gives the opportunity be to look at some NPCs that our party may meet while traveling on the road, round the campfire or in a tavern.

Today let’s look at some versatile NPCs that could become common features in your future sessions.


Traveling Companions

Sister Bella Moonladen

07TuSBM

A young half-elven woman of perhaps 20. She would be considered pretty by most who could see her long brown hair and green-hazel eyes. Most of the time she wears robes that mark her a priestess of Chauntea.

She is quick to offer aid and is free giving of the blessings her deity provides her to heal and bless those in need.

Until recently she was at a temple to Chauntea, but the death of her mother has brought her home and she is currently travelling with her Father, Brok, who she has not spoken to in over a decade.

Despite her fall out with her Father she still looks for the good and light in all creatures, much like her mother did, and as such she is slow to cast judgement and has gotten into trouble before where her trust in good was misplaced.


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 humans wife and his daughter to leave him.

What his wife and daughter didn’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 doesn’t make friends with many people, let alone clients as gold is worth more to him than the bonds formed between people.


Eloras Nightwalker

07TuEN

Eloras is a drow who spends most of his time traveling the darker paths of the world. He is tall even for an elf with dark purple hued skin and silver hair that is normally tired in a top knot.

Rarely seen, and when he is it’s only when he wants you to, Eloras is an stalker of beasts and people. Rarely hostile but not afraid to apply leverage when requesting a print of one’s meal, supplies or goods.

Eloras like most male drow was born into a family which s brutally ruled by the female family members. After his house feel into poor favour with the high priestess of Lloth how family moved closer to the surface and this led to his family being the target of a red dragons bad mood. He now hunts beasts on the surface to earn favour with his people so he can return to the dark.


Sincerity

07TuSS

Sincerity, or Sin in other circles, is a female Tiefling of around 30 or so. She is just shy of 5’2″ (157cms) with a curvey figure and long raven black hair that is occasionally tired back in a pony tail whens 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 people’s and before they knew they even wanted something she had already sourced it and delivered it to them for a ‘competitive fee’.

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 couldn’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.


Thanks for joining me today to look at some NPCs. By not having then tied down, or giving them flexibility to run into players anywhere along their journey, with a valid feeling reason, makes them ideal for oneshots.

Come back again tomorrow for twists where we try to anticipate what our players could throw at us to bring their party onto the journey hook, line and sinker. Don’t forget that if you see a particular NPC you just have to use let us know how it went. NPCs are what we make of them and they all to the world something that our players will remember for as long time.

If you do comment, don’t forget to mention where you are from, what RPG systems you play with and what brought you here.. Oh and don’t forget to roll with Advantage!
The Brazen Wolfe

Webs, Wraiths and whistling rocks…

Monday is here and my 7th week of plots and adventure hooks. This week we are looking at three very different plots all of which are Adventures I have run before, 2 in my regular campaign and 1 as a one shot Adventure. So that’s what this week’s theme is about, one shots.

Now a one shot had been described as a few things with a few rules over the years but for me a one shot is a non-linear adventure that is either completely separate from the main campaign or at least parallel to the main story (see side quest). This means that the story of the adventure begins and ends within the bounds of the adventure that should look to be wrapped up in between 3 and 7 hours (1-2 sessions). That’s how I see them and I have run a series of one shots under the format of โ€œadventuring guild offers coins in exchange for your skills ” to some great outcomes.


One shots

The hardest thing about oneshots is how we tie in the players into the adventure – how we hook the individuals – We will explore that on Wednesday night when we have the glorious twists that can help push things over the edge for our players into the realms of “oh, now we have to help.”


What calls from the woods

07MoBW

The party are travelling to their home town along a long stretch of road and managed to broker a ride with a caravan rider and his daughter, a priestess of the Chauntea, the goddess of life and bounty. About four days ride from their goal they started to notice the occasional shriek from a nearby forest. The caravan rider informs the party that the woods are called the Banshee woods due to the sounds that come from them. Many Clerics, sages and wisemen have studied the woods and they have never found a creature or reason for the noises but they believed it to be a phenomenon with the wind and the curled and twisted trunks of the trees.

As the party continued they ended up joining up with another caravan or two who also had heard the shrieks coming from the woods but had thought nothing of it. On the 2nd night of travelling with the now 3 caravans the party ran into a fourth group of wagons that had set up in a defensive position around a large bonfire. Approaching the caravan the uneasy travellers are eventually coerced into revealing that they had been camped here for two nights now with one or two of the members of their caravan disappearing every night, including all their horses found dead on the first night.

The Father and daughter not wanting to leave these people in need decided to stay with the group and, as the sun was setting, they would take any people that wanted to come with them to the city to their destination. The party is pleaded with to help guard the caravan in the unlikely occurrence of the people going missing tonight.

Later that night as the party was on watch the one closest to the forest seems to nod off. Without realising a scream comes from the camp – The preistess of Chauntea has gone missing and drag marks indicate she was taken from her tent and towards the forest. The party member closest to the forest remembers a vague dream-like vision of a woman floating across the grass between him and the forest before seeming to slide past them and into the tent with the priestess.


On eight legs they stride forward

07MoWeb

The Party having reached their destination, the lost town of Mildover, they find the mining town in ruins. Situated between two peaks of the Spike, a series of tall, jagged mountains that rupture from the earth like spears erupting from the earth. Once a prosperous mining town it fell into ruin where it was discovered that the town’s local herbalist was actually a practitioner of dark magic.

As the town burned her the herbalist, Ingrid, cursed the town so that it would never prosper and with her dying breath she uttered a string of dark mutterings that summoned the dark things that scutter on webs of stolen breath.

Laughing at the curse, as the naive often do, the town went back to business. A week after the miners returned to their toil they started to notice more webs than normal were in the mines, along the beams and even some of the walls of older mine passages. When the first miner went missing they thought nothing of it, but when a second and third disappeared whilst in the mines the town became fearful. The skittering of long chitinous legs could be heard at night and the webs became thick like spun fabric. Not long after the fourth townsfolk went missing, the smith that lit the fires under the herbalist-come-witch, the town was deserted and eventually surrendered to webs.

The party is here to recover an artefact that the town left behind in their haste to leave the town.


A seige in the night

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 farmers’ 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 woman’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.


Thanks for joining to look at this week’s adventure hooks. I hope you are, like my party were, excited to see what the adventure holds this week.

I will take this time to announe that next week will be a shorter week as I plan on taking some time off from writing (and work) but I will still endeavour to post something daily, but I will likely on post one adventure rather than a potential 2 or 4 options. Don’t forget to come back each day of the week to look at the NPCs, Twists, Maps and Encounters for this weeks adventure. 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

It was the guard in the kitchen with the turnip…

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

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


The assumption

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

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

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

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

I’m here to help… Well not really

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

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

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

The second is more direct.

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

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


Clues…

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

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

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

Puzzles

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

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

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

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

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

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

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


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

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

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

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

A room with a view…

Thursday already, since beginning this blogging journey I can honestly say that the weeks go even quicker – hard to imagine that in a world with COVID and the longest lockdown.. worldwide now I think (as I am in Australia) but there you go.

Today we are looking at a few hand drawn maps that we can send out players to spend a comfortable night in filled with food, beer (or wine), and maybe a bar fight or two. Without too much more chatter let’s roll it up.


Two story Inn

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The concept of rooms for rent upstairs and a bar downstairs is a staple for most inns that are described to our players. This one here proudly sports 7 rooms with a combined total of 15 beds (2 queen sized beds) for any adventuring parties plteasure. Upstairs some rooms are furnished with a table or chairs or both with a centralised stairway going downstaris to the entrance of the inn.

Downstairs, the inn has 2 booths with a table and 4 tables with chairs while at the long bar there is 5 seats available. To the left of the stairs there is a bench where the patrons would checkin to get their room keys, maybe pay any fees or pickup some gear for the followign day. This area has a suitable amount of shelving and tablespace and to the right of this bench space (behind the stairs) there is a storage room where ‘fresh’ cooked food would be kept, perhaps a small hearth under shelving to cook small amounts of food for patrons. Outside there would be a small balcony to support the largest of rooms and to provide some shelter for patrons from the elements.

For a relaxed quite inn this would suit well enough – there is no facilities in here however so that could be a separate room elsewhere for bathing / cleaning purposes. Or perhaps an external room that leads to a cellar where the food is also cooked.


‘Traditional Tavern’

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This Tavern is semi-inspired by some of the artwork found in several D&D publications and has a second layer dedicated to drinking and eating. The ground floor has a lot of communal seating where people could share in platters of food, games of chance or other meriment and along the left wall there are some booths for quiter more private dealings. A large long bar demonstrates that this inn is for drinking and also services a rope basket system for perhaps pulling a smaller bartender (mayhaps a goblin..?) to the second story to service the patrons up there. Behind the bar is a dedicated food and beverage storage room with a double hearth cooks station in the room over.

Upstairs is several smaller tables for more intimate gatherings but the tables could be pushed together at a moments request to get the same vibe as down stairs. A small balcony hovers over the bar underneath so that food and beverages (and perhaps bartenders themselves) could be sent upwards to the second story as to not interupt the flow of drinks and enjoyment on the tavern floor.

There is no place for sleeping here but by increasing the landing along the right hand side of the building and removing the tables and chairs small, perhaps uncomfortably small, lodgings could be provided. Reminds me of times I have stayed in backpackers accomodation actually…


I looked at using some free web based applications to create tonights inns but felt like a personal touch was warranted to get my vision across. Hand drawn on grid paper; which I am almost sorry for – it was a long day at work…, both maps probably took around fifteen minutes to think of, measure and draw (half way through the second map I found my ruler! oops!) but it gave the full flexibility of size and design (and ease of use) that I couldn’t get using software such as inkarnate or one of the several generator applications out there.

Hopefully the maps will give a bit of undersanding into what the layout is for this weeks adventure and I am looking forward to trying to work out the potential encounters tomorrow night that utilise the maps and possible adventures planned.

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

Swill and Thrills…

Wednesday already? After last night I wasn’t sure how much writing I would be up to doing tonight, but we made it! Looking at the taverns still, I would believe that any of these could be used for a session 0, level 1 or even a level 7 party. Taverns are versatile and everywhere so this weeks adventure, and its twists as we will shortly find out, will be able to be used in any campaign and with some tweaking any setting as well!

Tonight is all original Brazen Wolfe Tabletop content – but no images this time (sorry!). If you want a refresher after the essay from last night I suggest you have check out the ”01-Monday – Plot’ and ’02 – Tuesday – Who/What” category (link in the main landing page) so you can check out the other posts for this week as well as prior weeks. But lets get on with tonight’s content!


One foot at Death’s Door

Contact poison.

A highly effective and rare contact poison has been placed on the red darts in the tavern. Only by extensive searching can the poison be located and it takes a week for the poison to take effect. A rival tavern, run by a previous party meme of Percy before they became famous, had laced the darts as a way to run the tavern’s reputation. The antidote is hard to find and expensive but the rival innkeeper, Toren, has a vial that he keeps.

Toren has many friends, one of them, Hugh, basically resides at the Death’s Door and once the poison has been detected then a ransom note for the antidote will arrive on the bar one morning. The poison makes people appear as if dead within d4+3 days and they stay that way until given the antidote.

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If the party picks up the darts or play them one night then there is a 50% chance they picked up the red darts (>51 on %dice) and they come into the effect of the poison.

If the poison isn’t discovered the party will wake to find their party member cold and stiff to touch.

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The poison is magical in nature and for each person that falls victim to it looks to reopen the Death’s door portal. Toren found a way to dig up the necromancer’s bones and bring him to unlife. They work together to ruin the good name of Percy and finish what the necromancer started

I thought of the contact poison adventure hook last week but didn’t really have a way to use it while sticking with the theme or random and easy. So this week we have two motives for poisoning the patrons at Deaths Door. Both would make for a good adventure and it could be resolved by something we haven’t explored yet. Social skills instead of violence. I know, crazy stuff.


I don’t think we’re in the forgotten realms any more…

The wandering Inn.

The inn has transported itself to a pocket dimension not too unlike the feywilds. Mysterious magical.constructs will approach the inn and scream “closing time!” At the occupant’s. Any one who leaves the inn and gets lost in the magical mists will find themselves stumbling into the vacant lot where the Inn used to be. (Roll a d% every hour exploring. Roll above 10% first roll to stay in the pocket dimension. Then second hour 30% until it hits 70% then the mist becomes aggressive and will hunt them down. The mist doesn’t go anywhere within 40 feet of the Inm and the constructs don’t go inside but will get within 5ft of any door or window and continue to screech.

If a fight occurs and the construct downs a creature is teleported out of the dimension and back into the vacant lot.
This continues for 6 nights.

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The original owner of the Inn has found a way to escape the pocket dimension he banished himself to. Now insane he wants his Inn back and managed to corrupt the magic of the Inn to do so. But he can’t cause harm to anything living in this dimension or his control on the Inn will break. On the 6th night he appears before the inn and the remaining patrons and party members and offers a deal. Give him the inn and he will send them back with riches. Merl refuses outright and asks the party for help

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The inn is controlled by a crystal from the feywilds. The inn has slowly become sentient and created this dimension for it to remain in and grow to understand who and what it is. On the 6th night a particularly large construct would appear and parley with the humanoids.

Either the original mad owner or sentient Inn both have social, puzzle and combat elements involved. The idea with these twists is to tell why its happening. To have a “Ahhhhh. Of course” moment that is 1, believeable and 2, rewarding to the players.


Goblins wanted, pay is competitive.

The Goblins Boss

While it’s true that the Gobin and Lute tavern causes people to get exceeding drunk, become coinless and lose their memory of the night, the goblins run a tight shop and no one is ever injured or had anything of real value taken. Unless you are a member of the guard or under their employ.

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The goblins are employed to a sprite from the feywilds who feeds off happiness, not in a sick way. The happier the patrons the more magical power the fey has and the better the inn becomes. The fey creature, when not feeding, visits the people of the town and heals illness, increases growth in crops and ensures prosperity of the patrons of the tavern (firstly) and those around them.

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The Goblins are mind slaves to a underdark creature who controls all goblins like puppets. He removes memories of the patrons to create mindless constructs in a cellar under the tavern which it plans to unleash upon the town when the time is right.

I have had a lot of fun roleplaying traditional minion monsters. Kobolds (my favourites), goblins, imps and quasits all can bring something comical and nom threatening to an adventure. Which is why it is even more hilarious when they turn on the party and the noble paladin, pious cleric and angry, angry barbarian all get knocked unconcious by a group of cr 1/8 filler creatures.

The idea here is a comic relief. Serious Adventure/session after serious session can be draining. Having an adventure that is just there for Stein’s and giggles is a great way to give an enjoyable night but takes the pressure of, 1, the party to fight something life threatening and 2, you the DM. Sure the players may want to cut a goblin in half with the serving dish their potato’s came on. But add in a bad guy controlling them, or a do-gooder guard capitan who hates goblins and doesn’t care if they are making the town and it’s people truely happy, and your party has a punching bag to take their d20s out and hit.


I had a bit of fun tonight writing up the twists for these adventures and I hope you had at least as much fun reading it. I started typing (on my mobile as I do every second night – short story for another time) with only the contact poison and old owner wanting it’s Inn back twists in mind. As I started writing it out it just developed and went into what it is and I’m pretty happy with what came out of it

Not all adventures need to be about fighting or combat. Social encounters are likely harder to beat ( I mean.. Charisma is a dump stat.. right…?) And violent may make things worse or not solve it at all.

Don’t forget that if you like what you read feel free to use it. If you do drop us a comment on how the game session/short story/thing.. went!

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

A tale of three taverns

Tuesday brings NPC day.. but today is one with a twist. Since this week is focusing on three taverns we are looking at fleshing them out and treating them like NPCs.

Today I wanted to really push the idea of Inns and Taverns being more than a spot to throw a party together into a quest. So I used The Copper Sanctum’s ‘not another tavern generator‘ to create some menus and look at some other aspects to add into a tavern or inn. I particularly like the names of the beers (being a craft beer drinker myself) and hope my players get a kick out of these later on.

I also experiment with Artbreeders Building maker (yup.. Artbreeder again) to create some images of taverns for this Tuesdays NPC write up.


Inns and Taverns

Deaths Door Inn

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The Bartender – Sam Bristlechin

An adult male halfling who is remotely attractive in a friendzone kind of way. Unlike other halflings that frequent the inn, he is brash and humorless but despite that he never gets an order wrong. His skin is warm, and he has messy black hair that he keeps short and neat. Physically, he is average.

The patrons

On a typical night, patrons can be described as calm. Normally there are between around ten and fifteen other people in the tavern. Some of them would be found singing a drinking song at the bar which brings Sam’s disposition to a dark state remarkably fast. Sitting at a secluded booth, there is an imposing looking figure. The figure will silently boast that they know of a griffon who is currently away from its nest, but they don’t know why or for how long it will be gone.

The Accommodations

The rooms for rent are small to the cramped side but notably clean. There are normally three rooms available for rent. The cost for a night’s stay is 7 sp, 5 cp.

Beverages

Wines

Wand and Staff Gewรผrztraminer
A locally produced white wine with flavors that are lean and rough.

Bottle price: 2 gp, 5 sp
Glass price: 8 sp, 6 cp


Lawless Eye Riesling
A famous vintage of white wine with a bouquet that is sweet and mellow.

Bottle price: 11 gp, 2 sp
Glass price: 3 gp, 7 sp


Blushing Bard Chardonnay
An imported white wine with a taste that is oaky and lean.

Bottle price: 4 gp, 5 sp
Glass price: 1 gp, 5 sp


Unlucky Tooth Merlot
A finely made red wine with a bouquet that is full and oaky.

Bottle price: 7 gp, 3 sp
Glass price: 2 gp, 4 sp


One bottle of this wine is contaminated with a strong poison that could blind anyone who drinks from it. There was a mix-up during the bottling process.

Lagers & Ales

Jumping Rapier Ale
6.73% ABV
An imported golden honey ale. Described as a mild honey ale with a creamy finish.

Gallon price: 5 sp, 3 cp
Pint price: 1 sp


Polished Pixie Fruit Ale
6.45% ABV
An imported reddish fruit ale. Described as a full-bodied fruit ale with a strong flavor of hops and a pleasant finish.

Gallon price: 5 sp, 8 cp
Pint price: 1 sp, 1 cp


Abyssal Elephant Pilsner
6.73% ABV
An imported amber pilsner. Described as a refreshing pilsner with an aftertaste of citrus and a pleasant finish.

Gallon price: 6 sp, 3 cp
Pint price: 1 sp, 2 cp


Demonic Triangle Fruit Ale
5.45% ABV
A microbrewed reddish fruit ale. Described as a spicy fruit ale with a strong flavor of hops and a bitter finish.

Gallon price: 4 sp, 4 cp
Pint price: 8 cp


Wolf and Dryad Porter
7.45% ABV
An imported dark amber porter. Described as a complex porter with a bitter finish.

Gallon price: 5 sp, 5 cp
Pint price: 1 sp, 1 cp

Liquors

House Gin
A house-made gin.
Bottle price: 1 gp, 8 sp
Shot price: 3 sp


House Whiskey
A house-made wheat whiskey.
Bottle price: 1 gp, 8 sp
Shot price: 3 sp


Happy Ram Gin
An imported gin.
Bottle price: 3 gp, 3 sp
Shot price: 5 sp, 5 cp


Fuchsia Tackle Brandy
An imported cherry brandy.
Bottle price: 3 gp, 4 sp
Shot price: 5 sp, 7 cp

Food Menu

Starters

Adventurers Board
2 sp, 3 cp
A plate of sharp cheese, a hunk of bread and some boiled meat (likely oxen) with some pickled carrots.


Deep-Fried Potato Wedges
3 sp, 8 cp
Potato wedges fried in lard. Served with a spicy red sauce.


Jam-Packed Baby Artichokes
4 sp, 4 cp
A platter of baby artichokes jam-packed with a medley of onion and cream cheese.

Entrees

Ham Stew
3 sp, 6 cp
A rich stew with cubes of ham, cubed potatoes, and onions.


Romaine Salad
3 sp, 5 cp
Leaves of romaine tossed with celery and onions.


Roasted Rabbit and Romaine Salad
3 sp, 5 cp
Leaves of romaine tossed with herbs. Topped with roasted rabbit.

Mains

Herb-crusted Rabbit
6 sp, 8 cp
Herb-crusted rabbit in white sauce served with noodles with a side of beets.


Braised Fish
6 sp, 9 cp
Braised slices of fish with a ginger marinade alongside rice and a helping of mushrooms.


Grilled Lamb
6 sp, 8 cp
Grilled lamb in white sauce served over noodles with a side of artichoke.


Blackened Chicken
6 sp, 7 cp
Blackened chicken in white sauce on a bed of quinoa with a serving of red beans and green peppers.


Herb-crusted Venison
7 sp, 1 cp
Herb-crusted bits of venison in white sauce alongside mashed potatoes with a serving of artichoke and carrots.


The Wandering Inn

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The Bartender – Mer Tingleton

The bartender and ‘owner’ at The wandering Inn is a weathered male halfling who is average looking. He is often uncommonly positive in disposition. His skin is lightly freckled, and he has dark hair, kept in a short but untamed style. Physically, he is terribly unfit.

The patrons

On a typical night, the patrons can be described as considerably friendly. On this occasion, there are a few other people currently in the tavern. A couple of them are playing a game of ante. Sitting at a secluded table, there is a nervous looking figure. They are in search of able-bodied adventurers to assist in the recovery of a kidnapped pet.

The Accommodations

The rooms for rent are small and impressively dingy. There is currently four rooms available for rent. The cost for a night’s stay is 5 sp, 1 cp. If the party spends the night in the tavern, shrieks of laughter can be heard over the low hum of magic that permeates the vicinity throughout the night

Beverages

Wines

Tiny Spellbook Pinot Noir
A poorly made red wine with a taste that is powerful and dry.

Bottle price: 1 gp, 5 sp
Glass price: 5 sp, 2 cp


Goat and Unicorn Riesling
A locally produced white wine with a taste that is full and flat.

Bottle price: 4 gp, 1 sp
Glass price: 1 gp, 3 sp


Lagers & Ales

Pious Worm Hard Cider
5.73% ABV
An imported light amber cider. Described as a fruity cider with a pleasant finish .

Gallon price: 8 sp, 8 cp
Pint price: 1 sp, 7 cp


House Ale
4.41% ABV
A house-brewed light brown ale. Described as a sweet ale with a pleasant finish.

Gallon price: 6 sp, 3 cp
Pint price: 1 sp, 2 cp

Liquors

Copper Cart Brandy
An imported elderberry brandy.
Bottle price: 4 gp, 5 sp
Shot price: 7 sp, 6 cp


Stuffy flute Gin
A localled produced Gin.
Bottle price: 2 gp, 9 sp
Shot price: 4 sp, 9cp

Food Menu

Starters

Deep fried onion rings
3 cp
Onion rings fried in lard, served with a honey creamy sauce.


Deep-Fried Potato Wedges
4 cp
Potato wedges fried in butter. Served with a fruity sauce.


Crammed Red Pepper
5 cp
A platter of red peppers crammed with a blend of garlic, cheese and potato.

Entrees

Ham Soup
3 cp
A savoury soup with chunks of ham, onions and cubed potatoes.


Lettuce Salad
3 cp
Leaves of mixed lettuce tossed with beets and chilli.

Mains

Roasted Frogs
8 cp
Roasted frogs served on a bed of mashed potato with a spicy red sauce.


Grilled Frog
9 cp
Grilled slices of frog with aside of potatos fried in lard and three large sized mushrooms.


Blackened Frog
6 cp
Blackened chicken in white sauce.

It’s not actually frog but the innkeep has a bad sense of humor..


The Goblin and Lute Tavern

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The Bartenders

No less than seven goblins run around the tavern serving drinks and food to the patrons. No one ever seems to remember their names. The bartenders can be seen taking money from the patrons, but no one would remember thats surely.

The patrons

On a typical night, the patrons can be described as almost friendly. On this occasion, there are a few other people currently in the tavern. A couple of them are arguing with the bartenders.

The Accommodations

There are no rooms for rent.

Beverages (no prices)

Wines

Thirsty Cleric Pinot Noir

A poorly made red wine that is described as cloying asnd smokey


House Riesling
A house-made white wine with a taste tht is rough and earthy.


Wicket Grape Pinot Noir
A finely made red wine that is described as fruity and smooth.


Lagers & Ales

Rose and Manticore Fruit ale
6.36% ABV
An imported light brown fruit ale. Described as a sweet fruit ale with a rich finish.


House Stout
8.73% ABV
An house-brewed dark brown stout. Described as a meaty with a creamy aftertaste.


House pale Ale
4.41% ABV
A house-brewed light golden ale. Described as a a lightly sour ale with a fruity finish.


Dancing Hobgoblin Ale
5.86% ABV
A locally brewed reddish red ale. Described as a nutty red ale with a rich finish.


Knotted Fungus Fruit Ale
4.45% ABV
A microbrewed light amber fruit ale. Described as a nutty fruit ale with a rich finish.

Liquors

Three Silvers Brandy
An imported raspberry brandy.


Strangled Lute Brandy
A localled produced brandy.


Spotless Crown Gin
A locally produced peach Gin.


House Whiskey
A house-made wheat whiskey.

Food Menu (no Prices)

Starters

Deep fried stuff

Onions, potatos, bits of meat and who knows what else is fried and served with house-ale.


Entrees

Potato Soup

A savoury potato based soup onions and cubed bacon.


Mains

Chunk of meat

Blackened meat served with potato and more house-ale.


Thanks for joining me today. I would love to say I had a lot of fun in writing up today’s content but it was a lot of writing today (even with the awesome content produced (randomly) at The Coppers Sanctum (not another tavern generator)) and it say me writing much later than what I would normally be doing so. But, I do sincerly hope that out there, there is a bar/pub that serves (some of) this food and almost all the beers listed!

Don’t forget to come back tomorrow where we look further at the twists and turns we can have with this weeks adventures and dont hesistate to comment and let us know if you would visit one of the inns or taverns above! If you have a If you do comment, dont forget to mention where you are from, what RPG systems you play with and what brought you here.. Oh and don’t forget to roll with Advantage!
The Brazen Wolfe