A Port to Call Home

Welcome to Thursday night where we look at a port to call home for our pirate crew this week. The birthplace of a famous pirate may be romanticised in some instances but this week with Lamberk we aim to look at the darker nature of it. The encounters, to be covered tomorrow will likely involve a mixture of battlemap and theatre of the mind. This is one of my preferred methods as it gives a lot of flexibility for the DM. We don’t need a map every week but it can aid in tracking combat and positioning. So for this week I will scour my older posts and see if I have a ship and a house. For the eventual reveal, well you’ll just have to come back and see.


A Port to Call Home

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The Flying Owlbear is a massive ship that is rumoured to be able to travel across land as well as the seas. As the party look up at its ripped sails, ghostly lights and rotting wood as it rests in the middle of the town of Tarmak the rumours are true.

The Flying Owlbear – Created in Nightcafe.studio

The town of Lamberk has developed around a successful port. The majority of the infrastructure and commerce involve the sea and in the last few years after the installation of a naval guard the seas have become a safer place. Except for the rumours of ghostly sails that stalk the waters.

Due to its proximity of the water and the wealth that travels the sea its also the birthplace of many pirates, thieves and other criminals who prey on those that live or pass through.

Port Town of Lamberk – created in Nightcafe.studio

A rather short one tonight but its just the beginning steps to inspire this weeks adventure. So I do hope you will not forget to visit daily and, as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Parrots Call

Welcome to Wednesday night where we look at the advancement of our adventure this week as our party heeds the Parrots call. Now this one is a bit of a riddle to this week, with combat but perhaps with a twist. So sit back, grab a coffee and let’s roll into tonight’s write-up.


The Parrots Call

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The Parrot looked around the room at its silenced audience. A man stood up from his seat where moments ago he was slumped over.

“Shank. Shank foretells the arrival of the Flying Owlbear. See I am not crazy. The stories are true!” and he roared with laugher, ale froth still caught in his beard. With that the room cleared out, everyone running for the exits as the booming canon fire could be heard getting closer and louder. As the party went to move the parrot, Shank apparently, looked at the party. Its odd almost human like extra toes seeming to skitter across the table was it walked towards them.

‘Wait,’ it said as it got closer, turning its head to stare at the party with a ghostly eye. ‘Sin’s of the son wealth haunt the father. One unable to return to the place of his living, the other unwilling. One cursed to still live, the other lives a curse. Both existences healed only when both returns to ones place of birth.’ The parrot hopped closer and repeated it staring at them. Saying it loud enough that the sounds of canon fire seemed to punctuate the rhythmic sentences. Then the canon fire stopped and the parrot flew to land in front of the man who cried out before. Then with a groan of wood from outside signalling the arrival of something, the parrot flew towards the front of the Tavern and passed through the wall.

The stomping of boots came from the front of the tavern after a moment. Slowly the doors opened and a ghostly man strode in. Looking around he tavern he strode towards the bar, passing through a table, part of his ghostly body knocking over a tankard that bounced across the floor.

‘Rum, please.’ he said to no one, but a bottle flew across the table with a glass and he poured himself a glass.

‘So,’ he said as he turned to look at the party and the crazy man who remained. ‘Do you know where my treasure is?’


Thoughts

Tonight the riddle, the parrot, Bryce (the crazy old man) and the spectral NPC (Percy Bryceson) all play an important role. The riddle is hinting that we need both the Father, Bryce, and son, Percy to go home. There is the treasure and the encounter for the week. Well the encounter is on the boat as well – but let’s see if we can convince the party to get on a ghost ship that travels across the land…

Don’t forget to come back for the last few days of this week as we continue our adventure. I have some interesting maps, I hope, that I plan to do for this week as well as some more additions for our adventure. So I hope you will not forget to visit daily and, as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Owlbears Crew

Welcome to Tuesday where we look at NPCs that will join us for the week and this week are look at the Owlbears Crew. Tonight we have the star of the show, Josh aka, Shank the parrot. But the plot is a bit thicker this week so let’s not wait any longer and let’s get on with the write-up.


The Owlbears Crew

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The Owlbears crew were rumoured to be bloodthirsty, cutthroats who loved nothing more than pillaging and killing. In fact this was… True. Almost all the crew members were hired, captured or enslaved because of their brutality and hunger for violence and plunder. But despite all this there we are few who were there because they felt obliged and none more so than Bryce Bronson – the father of the Captain of the ship.

Bryce was disheartened by his sons actions after a rather bloodthirsty skirmish with the a merchant vessel. Shocked by his sons behaviour he faked his death by falling overboard and secretly made his way to shore. There he blended in with society and became a farmer.

When the news of the ship and its crew’s demise came to Bryce he was both relieved and distraught. Despite the repulsion he felt for the unwarranted violence he still adored his boy and the though of him never reconciling and making peace with the pirate lord shocked him. This eventually shattered his sanity and he began to see ghostly visitations of his son, hearing the ghostly cannon fire of the Flying Owlbear and even seeing his son walking through the streets, searching for something.

Josh “Shank” – the Parrot.

Created in Nightcafe.studio

A ghostly glow has taken over the parrot, that and the extra clawed toes it appears with that gives it an alien and haunting appearance. When ever the parrot named Shank appears the Flying Owlbears cannon fire shortly follows, real or not.

Old Bryce the farmer, refers to the Parrot as Josh and breaks down into a nervous wreck when the parrot appears in town which has lead to rumours of a curse. And of a treasure that old Bryce and the parrot called Shank both know about.


Bryce Bronson

Created in Artbreeder

Bryce was once a member of the Flying Owlbears crew, although it will take divine intervention or magic to get this information out of him. His plundering days long gone he spends his time farming and providing food the the village of Tarmak.

However when he drinks, which is most nights, he can be found in the Iron Crustacean, run by old maritime workers. When he drinks he tells tales of the Flying Owlbear and its crews exploits, the daring escapes and the heroic rescues of those stuck out at sea. The tales make it sound like they were heroes rather than Pirates and so he is normally ignored or laughed at by the other patrons.


Percy Bryceson Bronson

Created in Artbreeder

Percy was Bryce’s son and the captain of the Flying Owlbear. He lost his mother early to a mysterious illness and since then he was obsessed with ancient relics and treasure. One night during a storm he was flung overboard and despite the crew, and his fathers best efforts he wasn’t able to be rescued. However as the sun rose on the next day he was found alive and straddling an ancient treasure chest that contained a solution to his problems… and the key to his future.


Thoughts

Tonight I wanted to touch on the three main NPCs that we will encounter. However like previous weeks and earlier adventures any NPC can be called upon in order to bolster the people available to us. A few weeks ago I recycled and reused a few adventure maps. This week we could take any NPC from the past… well almost any, and add them to the tavern, the roads or the town of Tarmak.


Tonight we met a few NPCs including a spooky parrot, Josh (aka Shank). Tomorrow we will expand the plot and cover the next part of the adventure. The mystery of the Flying Owlbear crew, treasure and the ship itself. So don’t forget to come back daily and, as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Flying Owlbear

Well I promised a coastal adventure to start this week and I deliver you the Flying Owlbear! Yup, I’d be a bit confused too but I do have a plan for this week inspired by, apparently, the imagination of a 4 year old. So without giving away anything let’s roll into this weeks adventure.


The Flying Owlbear

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Rumour’s have flown around for a many years about the pirate ship known as the Flying Owlbear. For many years the ship and its crew raided the southern coasts, no merchant vessel was safe from the pirate crew. However the stories didn’t finish there. Stories started to pop up of their owlbear crested ship crashing across the land, its broadside cannons roaring as they fired across the hills, valleys and plains.

But then they stopped and a new story started to emerge. One of ghosts and a lost treasure that would make anyone as wealthy as a king.

Spectral Envoy

As the party sit at a tavern, the Iron Crustacean, the room went silent as the grave. The scratching of claws on timber was the first sound that the party noticed as the spectral parrot squawked once and then silently flew down to land on the table in front of the party and their drinks.

‘The Owlbear rises once more, batten down the hatches. Load the Broadsides for it rides once more!’ it squawked before manic, yet squawky, laughter erupted from the tiny spectral bird. Slowly the sounds of broadside cannon fire could be heard from across the hills.


Tonight I get back to other RPG adventures that aren’t part of the Soulbound story ark. Don’t forget that tonight is only the beginning of the week and so you’ll have to come back each day this week to follow along. Also don’t forget to set some time aside this week for nurturing that creative spark and as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Risks with Research

Tonight we look at the risks with research as the creatures that hunt, and haunt these lands make an appearance in tonight’s encounter. First off we have the Orruk warclans who have made an appearance but we also have something a bit more spooky. So sit back, grab a coffee and let’s roll on with tonight’s encounter.


The Risks with Research

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The encounter this week can be run in two parts. If the party decide to leave during the day they may be shot down (check involved to control the vehicle) or if they wait until the night then they are attacked by the Orruks on dusk. Regardless if they are still in the camp or in the hills at night the nighthaunt will come and attack them..

Encounter – The Orruks

With the content from Monday night and if any of you play Age of Sigmar it may be obvious that we have the Kruleboz in this weeks adventure. With our party being effectively 4 people strong and most able to down a single target, or two, a round let’s look at the below.

Two minions per person, One warrior per person, and an optional one champion or chosen per party.

For this encounter we will have eight Hobgrot Slitta’s, three Gnashtooths and one Man-skewer Boltboy.


Hobgrot Slitta (Minion)

Body: 1

Mind: 2

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Guile (+1d6), Stealth (+2d6), Weapon skill (+1d6)


Traits

Swarm: 3+ Hobgrots in the same zone form a swarm, +1d6 to attacks and +1 Toughness per Hobgrot

Stab ‘Em Good: +2 attacks with their Slitta’s when they charge.

Attack

Slitta: Melee (Poor), 2d6, 1+S Damage, Slashing

Bangstikks: Ranged (Average), Blast (2), Medium Range, Loud. If damaged a creature makes DN6:1 Body (Fortitude) Test or become poisoned until end of next turn. Next blast weapon in same zone deals +2 damage and ignites gas, Zone becomes minor hazard for 1 minute.


Gnashtooth (warrior)

Body: 2

Mind: 2

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 1

Toughness: 5

Speed: Fast

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Might (+1d6), Stealth (+1d6), Weapon skill (+1d6)


Traits

Pouncing Predator: On a charge action it adds +1d6 additional (a bonus 2d6 in total) to pool for attack. If deals damage target is knocked prone if Medium or smaller

Attack

Teeth and Claws: Melee (Average), 3d6, 1+S Damage, Slashing and Piercing


Man-Skewer Boltboy (warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistics Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If they done Move increase accuracy by 1 step and deal +1 damage for Ranged Attacks until start of next turn.

Attack

Man-Skewer Crossbow: Ranged Attack (Average), 3d6+1F, 1+sDamage, Long Range. Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Encounter – Nightfall

At night the Ghostly forms of Nighthaunt rise from the tents in the Research base. Perhaps those who Nagash cursed during death as a way of obtaining the knowledge on the Amberbone, or preventing Sigmar from getting it, or just adding more ghostly forms to the army. Either way we have difficult to wound creatures attacking at night and it comes with the Risks with Research.

As these are all Warriors (no minions for nighthaunt) I will incrsease the warrior allowance to accomodate for this.

For this encounter I have two Myrmourn Basnshees and three Chainrasps and one Dreadwarden


Myrmourn Banshee (warrior)

Body: 1

Mind: 3

Soul: 1


Melee: Average

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 5

Speed: Normal (fly)

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Channelling (+2d6, +2), Stealth (+2d6), Weapon Skill (+2d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Mournful Cry: Action after consuming a spell (Spell-eater) All creatures within medium range that can hear it, DN5:2 Soul (determination) test or become Frightened

Spell-eater: Once per Turn, Unbind a spell as per Unbind Talent

Attack

Chill Dagger: Melee (Average), 3d6, + S Damage, Piercing. Damage from this weapon ignores Armour


Chainrasp (warrior)

Body: 2

Mind: 1

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 0

Toughness: 4

Speed: Normal (fly)

Initiative: 1

Natural Awareness: 1

Skills: Weapon Skill (+1d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Chill of the Grave: 2+ Chainrasp’s are in same zone, zone gains a minor hazard. Damage from Hazard ignores Armour.

Attack

Malignant Weapon: Melee (Average), 3d6, + S Damage, Slashing


Chainrasp Dreadwarden (warrior)

Body: 3

Mind: 2

Soul: 2


Melee: Good

Accuracy: Poor

Defence: Good

Armour: 0

Toughness: 7

Speed: Normal (fly)

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Weapon Skill (+2d6, +1)


Traits

Dreadful Cold: If in same zone as 2+ Chainrasps their Hazard (Chill of the grave) becomes a Major Hazard. Damage from Hazard ignores armour.

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Forlorn Light: Other Chainrasps in same zone have their defence increased by 1 step.

Lifeless: Immune to being Charmed and Frightened.

Attack

Great Malignant Weapon: Melee (Good), 5d6, 2+ S Damage, Slashing, Two-handed



Thanks

Well tonight was filled with some insight into encounter building for Soulbound as well as a few creatures from the core rulebook as well as Era of Beasts. So I would encourage you to check them out as they go into a lot more depth than I have covered here.

Don’t forget to come back this weekend as we explore our last story-line NPC for the adventure and as we continue with this Soulbound adventure. As with all dice rolls if something doesn’t look or feel right when you are generating your encounters I hope you take this advice and re-roll it. Random encounters and random elements of the game can hurt the narrative or enjoyment for your players. It’s important as the custodians of our players enjoyment to safeguard their experience against these resin, or plastic, RNG generators. So take this free re-roll and come back soon,
The Brazen Wolfe

Research Outpost

Tonight we expand our game with a map that looks to capture parts of the Research outpost. Whether the party is flying in their Kharadron ship or waiting at night for the right moment to dash for it there will be blood spilt here. So sit back, grab a coffee and let’s roll on with tonight’s map overview.


Research Outpost

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The outpost itself is set in a grassy yet sandy part of Ghur. Surrounded by tall hills the normally rough and primal landscape of the realm of beasts is broken up by valleys where grass grows. However these plains make of excellent grazing grounds for herbivore herds. And, for the predators that prey on these creatures.

This however also led to the first discovering of a Amberbone deposit – the realmstone of Ghur and the reason that the Stormcast eternals guard and protect the people of Ghur in researching the stone. Perhaps Sigmar is trying to find a way to stabilise his anvil of apotheosis or find a way to combat the threat of Kragnos.

Research Outpost – Map

Created in Inkarnate

The Zones

The immediate area around the central tent is the primary zone, zone one. The distance between the central tent and the cliffy-hills in any direction is the second, third and fourth zone (in any order and then the bottom, top left and top right parts of the map and beyond can have a line drawn from the hill to the to either the tent of cloth covered boxes is an additional zone each. This gives range, requirements for movement and versatility in how we run our encounters.


Thanks

A bit of a shorter one tonight as there isn’t much more to update. Come back tomorrow for our encounter of the week and a further glimpse into the Soulbound adventure. As we move onwards with the adventure I am creating don’t hesitate to send through questions or comments. I would love to discuss the adventure as it can be the best way to drive discovery and creation of the world. Don’t forget to re-roll those dice and come back soon,
The Brazen Wolfe

Ambush at dusk

Tonight we expand our adventure forward by looking at the two trigger points for this weeks Soulbound adventure. This weeks pivot starts with an ambush at dusk and devolves into a frantic race and struggle to survive. Intrigued? Well sit back, grab a coffee and let’s roll into tonight’s writeup.


Ambush at dusk

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The party sailed low in the small airship, a modified grundstock gunhauler, as it head towards the edge in the direction Lord Brighthammer had sent them. The light of Hysh was high in the sky when they saw ruined research outpost that they had been flying towards. Setting down near a relatively intact tent, that wasn’t completely riddled with bolt or arrow holes and large gashes they threw a large length of cloth over the kharadron vessel to keep it from being discovered easily, as metal tends to attract the wrong typoe of attention in these lands.

Searching the outpost they didn’t find the remnants of the people posted here, nor the guard that was meant to stand watch but evidence of them being here was everywhere. The binding found a few vials of Aqua Ghyranis which they stockpiled for later and eventually found a barricaded door.

Forcing their way in they found what looked like the remains of the scouting team, cut to ribbons in the cruellest of ways. But what was more shocking was that they had all their belongings and supplies still on them.

Visitation

The beating of large wings drew them to take a defensive position inside the doorway but a familiar, yet surprising and unwelcome, voice called out through the camp. The Dawn Keeper had flown here on his two headed griffon and was looking for the party. When he saw them the amber mage’s face lit up with glee as he raced to greet them.

“Boy am I happy to see you. And I see you have found the scouts. I do apologise but time is short. Lord Brighthammer has sent me here to retrieve the Amberbone as quickly as possible. The Orruks are massing and we have no time to waste. Sigmar is bringing down his stormcast but we fear it may be too little. We need the amberbone to guarantee our success and my griffon is blessed with Ghurian magic. It will get the amberbone quickly.” he said as he looked around for the amberbone.

Not taking no for an answer the ruler of the Dawnbringer crusade grabbed the amberbone and clambered onto his griffon, barking out gutteral words that made the hair on the back of the bindings neck stand on edge. The griffon shrieked with primal energy as it took to the sky and flew off at great speeds towards the centre.

Ambush at dusk

Watching the mage go the glint of steel flashed from a nearby peak and a bolt of metal and wood slammed into the griffons side. A mass of feathers and meat fell to the ground and the Keeper with it. However within a few seconds the form of the falling battlemage shifted as he took on a primal shape as wings sprouted from his back and he darted low and into the setting sun.

I was evident that there was something on a nearby hill that had its great weapons trained on the skies. The binding could risk take off and hope that the setting sun protect them or wait a few hours until the light from Hysh had vanished. But there was no telling what lay in wait in the hills or what had killed the scouts within the outpost. Regardless of the choice the binding was in for a tough decision and potentially many tough days to come ahead.


Thanks

Thank you for joining me tonight as we continue on with our Soulbound adventure. Tonight I wanted to capture the essence of the adventure, discovery, tough decisions and overall danger. I have added elements of risk into each action or outcome this week and I want the players to feel that. The world of warhammer, and by extension soulbound, is a cruel and unforgiving space and there are more sad stories than happy ones. It’s now upto the power of the binding, and their choices, if this ends up being a happer one or a sad one.

So to end the night I wish to say thanks for joining me for another day but there is more to come. Tomorrow night I look at maps and the extra things that make it just so right. Friday and the weekend we have our encounters and, hopefully our writeup for this adventure. So to aid you in this week, I wish to grant you a bonus to all save rolls. Perhaps that extra chance to shrug off something aiming for a weak spot will come in handy for you, perhaps not. But having it is nice regardless,
The Brazen Wolfe

Reused and Recycled

Welcome to a night filled with maps that I’ve dragged back from previous adventures, Reused and Recycled if you will. Part laziness but part emphasising the key part of creating maps for TTRPGs is that you can have a lot of variety and diversity in your world. But you can also say that the forest you are walking through today is similar enough to the one you walked through last week or last month even. This doesn’t make us lazy as Game or Dungeon Masters it makes us efficient.

So tonight I am going back to a few maps used in the past to give them a new take on life and to show that all maps can reused and recycled.


Reused and Recycled

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Road-Ambush (Surveying the Battlefield)

Something that could work for either a forest encounter heading to the manor, moving away form the manor or as part of a dream scape. It’s also an re-use of an older map because diversity is extremely important as a DM.

Made withย Inkarnate.com

Inn in a strange town (Doorich Cottage)

The feat of waking up in a strange and unfamiliar place can be quite crippling. But what if your mind told you that this isn’t new, what if your allies around you acted like nothing was wrong. Running out into an unfamiliar street where people greet you like an old friend can send someone into a mild, or severe, panic attack. This could be another dream scape for us and another great example of a may being reused and recycled for a new purpose.

Made withย Inkarnate.com

Hidden Waterfall (Welcome Rest, Unwelcome Guests)

I adore this map. Out of all my maps I think that this one is probably one of my favourites. A soothing camp fire, soft noises that lull you into a sense of security then something goes wrong. The perfect recipe for a nightmare and yet again another example of a map being Reused and Recycled.

Made with Inkarnate.com

Well I want to say thank you for joining me tonight for my lazy-Map night. When I first imagined the content I would bring up for Brazen Wolfe Tabletop it was about having variety, versatility and promoting reuse. That’s why I have a tag under each blog (i.e. 303ThReRe) so I can go back and refer to content I liked and want to reuse. Tonight I looked through the 50 or so Thursdays I have created a map for this blog and selected but a handful. There is a lot already here and any of them will make excellent maps for a diverse set of adventures.

Now we have the weekend fast approaching so don’t forget to plan some tabletop time and let’s not forget to roll with advantage while you’re at it,
The Brazen Wolfe

The Dottery’s

Welcome to Tuesday night where we look at the NPCs that are joining us this week for our adventure. Tonight we turn our gaze and introductions to the Dottery’s who reside within the Crelion Estate. Despite being an odd pair they appear to have kept the inn in working order and welcome the party openly. Well Jane does at least. There is a warmth that feels almost unnatural that comes from the house. But it’s soothing and the sense of unease from the woods has gone.

But why is the party of adventures the only people who stay in the inn and, why does Tom glare at them constantly. Let’s read on tonight and during the week more will be revealed!


The Pennywhistle Company

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The keepers of Crelion Manor

The Dottery’s run the Crelion manor inn and are an odd pair. Jane is warm, welcoming and motherly while Tom rarely says anything at all and always stares at people as if he wished they were elsewhere. Together though they have appear to have maintained the manor to a high standard and the beds are certainly comfortable. Despite being situated near the woods that appear to be haunted, or worse the manor appears to be unaffected.

Jane can be found walking around the manor lighting lanterns and cleaning the house almost methodically while Tom never strays too far from the front door and a little desk where he keeps an ever watchful eye on the log book in front of him.

Tom Dottery

Created in Artbreeder

Tom is well built and tall. The signs of his age is slowly appearing in his beard and hair but his eyes have lost none of their youth. During the party’s interactions with him they don’t believe they have heard him say a single word to him or Jane who hovers around him and talks enough for both of them.

Despite being quiet, and his face set in a constant stare of disapproval he is quick to help the adventurers when they need it. Just as quick as he leaps into action to assist he goes back to being quiet with a frown fixed upon his face.

The party have caught him nodding towards an old guest book at his table and when his wife isn’t around he appears to gesture silently towards the door as if asking the party to leave.


Jane Dottery

Created in Artbreeder

Jane is a small and frail looking woman with eyes that look almost to large for her face. The opposite of her husband, Tom, she is exuberant and always happy to talk. She is quick on her feet and has a bad habit of sneaking up on people due to how quietly she moves.

Despite her diminutive frame it is obvious to any who witness her that she rules the manor on a daily basis. She is quick to insist that the guests reach out for any little issue but organises Tom to rectify any issues.

Despite her warm and caring nature she shies away from physical touch and blames a illness she caught when she was younger for a fragile constitution that is quick to bruise and bleed from the smallest of touches.


Thoughts

I came up with Jane and Tom to be opposites for a reason and it’s all to do with the Manor. And nothing is as it seems at Crelion Manor which I will expand upon this week. The interactions between the two hosts will need to be monitored closely this week as we move around the manor. And while waiting the storm to die down I will throw in some additional information to keep the part busy. But that’s for me to expand upon tomorrow.


Thanks for dropping in tonight and looking at the two NPCs for this week. There is a third that may be introduced later this week (or the end of week adventure) but that’s for another time. As always don’t forget to come back tomorrow for more updates to this weeks adventure. Tomorrow we cover the thickening of the plot so don’t forget take notes as this week is a bit of a mystery to unravel and, as always, don’t forget to roll it with advantage,
The Brazen Wolfe

Crelion Manor

Well another week is here and this week it just goes to show that there is indeed no rest for the brave. This week we have the party stumble across something a bit odd on their way to the city, Crelion Manor. What lies within its tall well preserved walls and what secrets does it contain?


Crelion Manor

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Wooded Road

The road was long and as night was quickly approaching the party of adventures quickly were finding that they were running out of options for safety. Thick clouds were forming overhead and the gusts of winds were increasing by the minute. The road had swerved into a small forest a few miles back and gradually an uneasy feeling had grown within them as the they began to doubt the traveller’s advice.

‘There’s an inn along this road, a few miles down the road. If you make haste you should be able to get there before the weather hits’ the man had said. The party had thought it odd since there was not a cloud in the sky, but the man had been right as quickly the wind had picked up and the clouds had rolled in. Then, as if on queue a sign appeared staked next to a tree. “Crelion Manor – Inn and Lodgings” they sign said with an elegant writing that spoke of pride and elegance. Up ahead the dark silhouette of a building suddenly flared into life as a glowing light appeared in several windows. The unease grew and the snapping of twigs sounded from somewhere behind them but when they whirled around there was nothing in the growing shadows as night encroached.

Making a dash for the light spewing from the windows the sound of heavy frantic footsteps could be heard nearby, but still no sign of pursuer. Passing the open gates the pounding of earth suddenly vanished and the creaking of a sign hanging from the front porch heralded the appearance of the Crelion Manor.

Crelion Manor

The building was three stories high and big enough to house a few dozen people at most. There was a small stable to the right of the entrance and the warm glow of lanterns and candles beckoned them onwards, the sense of unease dwindling as they walked into the light of the lanterns.

The door swung open slowly but forcefully and a large, heavyset man with a mighty moustache looked down at the party. As he stood there he didn’t say a single word and stared them down, grunting in response to the parties questions he strode into the building leaving the door open.

Entering after the man the inside was cosy, warm and inviting. A sense of warmth was present in the building and unlike the man who now sat behind a desk with a large ledger they felt welcome. ‘Hello travellers! Welcome Guests!’ a shrill and excited voice sang out from behind them as a thin woman stood in the doorway to a sitting room that housed a roaring fire. ‘Don’t just stand there. Welcome! Close the door dear if you will – you’ll let the cold in.’ she said as she moved to stand next to the large man.

‘Welcome to Crelion manor’.

Crelion Manor – created in Nightcafe.studio

Thoughts

Now this week leaves a lot to the imagination. Rarely do you find Inns, manors or buildings in creepy woods and something not being wrong with them. But they always promise three things. A roof over your head, protection from the draft and adventure.

The custodians of Crelion Manor are your regular yin and yang couple. One being stoic and quiet, the other cheerful and sociable to the point of being overbearing. This week we look at a smidge of horror and puzzle solving so be prepared to have hints and tips for our party this week. But that doesn’t mean that we wont have combat. I have a few idea’s up my sleeve to throw at the adventurers this week.


Thanks for dropping by tonight for another start of the adventuring week. I am pretty excited this week as we move ever forwards with our one shot adventures. With my planning and format I should be able to create more Zines at the end of the week so let’s look forward to that. Don’t forget tomorrow brings us more NPCs to add to our growing collection so you best return. Also the days after bring us the meat of the adventure, maps, extra content and the encounters… So don’t forget to come back each day this week and as always, don’t forget to roll it with advantage,
The Brazen Wolfe