Hook line and sinker…

Wednesday is here so let’s look at what I believe twists and turns really bring to the table. This is the third week of exploring Arciryas and although the series of adventures could be completed in a single full day adventure, maybe, but for the purpose of the process it’s been broken into three parts. Each week we have looked at a twist for a future week, or so it seems to have played out to be so and this week I wanted to do something different.

So this week let’s investigate the under currents for what could be future potential plots for a longer story arc or at least a glimpse of what I look for in a campaign/multi-part adventure and when I believe a twist in the plot, or one of the hooks will allow us to reel in a keeper.

Sorry for the fishing puns, my wife doesn’t appreciate my artistry when it comes to these things.


Rip tide

Ok so a catchy title – they are actually called Rips or Rip Current but they aren’t as catch as a Rip Tide… any way..

So for those who are not aware of what a Rip current is they are areas near the shore of a beach where the breaking of waves and wind force surface water to land, however that water will then try and get back out to sea by the path of least resistance which will do so quickly and in some cases quite wide. This movement of water from the shore back out to sea essentially is a current that will pull objects, people, boats, etc. out to sea and in most of cases the current is too strong to fight against.

So why Rip Tide (current). Well when I look at the currents in this adventure (please bear with the terminology) we have Blake and his ambition, Rafnir and his need to defend his people, prince Sellis and his want to form a bridge.. over troubled water (bear with it!) and his father, King Felris, in his madness seeks the path of what he believes is redemption for his people and the remedy for his kinds affliction.

Within this scope of influences to our adventure we have been introduced to a circle of people who can become key protagonists, or antagonists, by simple actions they can change, twist or irreversibly shift the direction in what the plot and whole adventure can go. These shifts in the current can cause what was a straight forward journey across the waves into something more unpredictable or treacherous.


The one I am exploring here is the grief stricken Sea Captain (and daughter) Astrid.

Astrid in her grief for her lost mother, the fear for the safety of the person she cares about most, Rafnir, and also that warriors spirit that she has within her could all be used to spur her into motion. The first option here is a simple, yet sad one.


As she crept from shadow to shadow her eyes never wandered too far from the light at the window, her feet making no sound as she skirted the edges of buildings and slunk into shadowy nooks and crannies as she moved towards her target. The rain had come at midday and did nothing to dampen her resolve even if it did mask the occasional tear that escaped her eye, Raf would take some time to forgive her for what she was about to do but at the end of the day he was like her, pragmatic.

“The end justifies the means” she muttered to herself, the sound of rain drowning out her own voice before it reached her ears as she unslung a rope and grappling hook from her shoulder. Swinging the hook to gain momentum she hefted it towards the balcony where the window was situated. Giving it a few tugs to be sure that it was taught she began the climb, the wet stones causing her feet to sleep occasionally but her determination and pain spurred her onwards. As she reached the balcony she stepped over and landed on her feet as quiet as an alley cat.

(Alternative path 1)

13WeRT1

The sound of voices could now be heard from the window frame, one agitated, confused, angry the other dismissive yet tinged with sadness.

“How could you do this Mathias, after they welcome us into their home, their keep with open arms ready to discuss peace you have ruined it all. There is no way forward from this, no way to salvage the situation you have gotten us into.” One voice, the agitated one, snapped almost hissing in the speed he was speaking. It took Astrid a moment to realise they were speaking elven, her enchanted earring letting her understand what was being said despite not allowing her to speak the language herself.

“My prince, forgive me. It was the only way for our people, you can not claim to see otherwise. The curse is their doing and with the ambition in that mans voice we will never be free.” the other replied his voice breaking with emotion.

Somewhere in the keep an alarm rang, soon soldiers were scurrying everywhere like ants in the rain surging forward with single purpose.

“We will explain your actions, perhaps they will spare our people housed in other parts of the keep if they have you and I as a blood debt.” The prince spoke. Calculating and calm despite the emotion in his voice. As Astrid heard a brief scuff of boots further into the room she slunk closer to the window, drawing her longsword – fear of the curse it holds not seeming like a big thing any more.

“I am truly sorry my prince.” the one called Mathias said in a soft tone.

“We can still save our people.” the prince spoke, turning towards the door as voices could be heard stamping up the stairs towards the room he stayed in.

A blade shot out from the robes of the one called Mathias and plunged into the neck of the prince. Astrid covered her mouth to hide any noise she would produce in her shock.

“I am sorry my prince. They are already dead. King Felris has ordered it to be as so. Cleanse the weak so that the strong may lead and a new wave of our people and surge forward.

The prince turned, clutching briefly at the neck of the man in front of him before he collapsed, presumably dead, on the floor at his feet. As the pounding began on the door and the voices of the guard started to demand the door to be opened up the robed man dashed towards the window and balcony.

Astrid slid from her hiding spot in the shadows and faster than even elven keen senses could respond to she separated the traitors head from his shoulders as the door burst open and the guards had just enough time to see a red flash of the enchanted blade as the body fell in a noiseless cry at the feet of Astrid.

(Alternative path 2)

13WeRT2

The room was quiet except for the scratching of quill on parchment and the groan of a chair. Sneaking forward Astrid looked into the room and noticed her target, the prince Sellis, sitting at a provided desk and writing on provided parchment. The prince was wearing a thin flowing robe but still seemed to be wiping his brow from sweat that glistened in the candle light.

“There, that has done it. Hopefully Blake can remove that cursed ‘artefact’ from my peoples home and we can be done with this curse and move forward to peace above and below the waves” the prince said, stretching as he placed the quill in a inkpot on the desk.

Astrid crept forward, drawing her oiled blade silently from it’s scabbard as she prepared herself to take a life.

“Are you sure that’s the wisest decision prince” Astrid’s blood chilled as she heard a familiar voice from her right, glancing up she met the piercing gaze of Rafnir. “We both know that Blake can’t be trusted, he seeks conquest and to rebuild his armada using that cursed technology to wage a new war.” Rafnir stood slowly and walked towards Astrid, sadness and disappointment in his face.

“You may be right Rafnir Coral-Tusk but there has never been peace that was for free. This is the only way for my people to be free of their curse and he has given his word to study the dark magic of the artefact. If we know how to undo what has been done to my people then they won’t suffer from their madness any more, they won’t feed on souls to sustain themselves of give birth to life any more. For a chance at that I would give a madman the keys to the sea.” The prince said before standing up.

Rafnir gestured to Astrid to be silent before muttering an arcane phrase in orcish. Astrid watched a she turned invisible before her own eyes. That man was always full of mystery.

“Did you say something Rafnir?” Prince Sellis turned around and looked to him, smiling.

“I think you’re right. There is another way however. The man and his party who spoke to your man at the docks. They are more than capable at removing the artefact from where it rests and we don’t give a madman a weapon. We would need to be discrete and would need a ship that could carry the cargo and captain to take us to where it is but it’s possible.” Rafnir spoke to Prince Sellis, but directing some words towards his hidden friend.

“You speak as if you know this captain already, if so. Can they be trusted?” the Prince asked, walking towards the window causing Astrid to step back and move out of the way of the prince. As he reached the window he stuck his head out and sighed as the water splashed his scaly skin.

“I hope so. She has not let me down yet.” Rafnir said as he stared at where Astrid stood. His mismatched eyes piercing through his own magic and her resolve.


We have explored but 2 of the several NPCs we could use to create under currents with. We could also have our Wizard, Petrel, become a contender for the artefact, or, create a ritual that would strip the madness from the elves.

We have Blakes men who are so driven to the cause that they would complete the mission even if Blake had a change of mind and heart after talking to prince Sellis, not wanting to use the artefact but to right past wrongs.

We also have the main NPCs themselves, Prince Sellis, King Felris, Blake, Rafnir or the party members who could shift the direction of the current and create a different outcome. If the invention / discovery from Petrel meant that an entire army could use it to be able to fight under water then we could have a battle underwater, a clash of two armies under the waves if you will.

What ever the shift, if it makes sense and drives a meaningful or enjoyable change in the story for your players generally about midway through a campaign I introduce a shift, to rekindle the interest of the party or hone their focus onto where I want them to explore. You set the stone to roll and they keep the momentum going forward.

Don’t forget if you like anything in particular do let me know and if you use this adventure/campaign setting and hooks I would equally love to know how they helped drive your creative spark onwards.

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

Lay of the land

Happy Saturday everyone! Instead of having a full day of writing or working on a side project I decided that I had procrastinated long enough, got out my cheap hot wire cutter board and decided to get started on making a table of terrain for an upcoming small warhammer competition that I am looking forward to participate in around mid December. The issue being that there isn’t nearly enough terrain for the tables and most of it isn’t that impactful in a game. I hope that the new set I am making will change that.

So what do I mean by impactful? What is terrain and why is it important for tabletop war games like Warhammer? I thought that this blog was mainly about Dungeon and Dragons or other TTRPGs?

Well let’s explore that.


Warhammer

So firstly, Warhammer, particularly the later variants is shifting the mentality from large open fields where the knights of Bretonia charge headlong a wall of chaos warriors who brace for a charge with their halberds. Instead today we are seeing a unit consisting of small handful of models holding a key objective that will ultimately win that player the game. Why can just a handful of models win a game, well the easy answer is that the main fight is happening elsewhere but it could be because of the terrain and not just any terrain, impactful terrain.

Many fantastical spells, invocations to dark gods or benign deities or the mundane lead shot of a volley of hand-gunners generally require two things.

  1. To be within range
  2. To be able to see what you are targeting.

Now range is something that you can’t really change, except for a cheeky redeploy if your opponent makes a whoopsie, but that issue about line of sight can make a big difference.

Now, pardon the incomplete nature of the terrain (only just cut and glued them down today…) but the following two pieces of terrain could easily block line of sight.

Now as you can see by my little witch aelf here these pieces of terrain are quire tall and wide. It would not be a hard feat to get a unit of these ladies into, behind or around one of these pieces of terrain and what’s more important is, these would block line of sight from most things as long as the opponents units/models are on the other side of of the terrain which effectively means that your opponent can’t target the unit.

The other thing that terrain can grant you is Cover. This is provided to your unit if all the models are wholly on or in the terrain piece. As you can see the pillars of (yellow XPS for now) stone could house a unit of infantry comfortably to provide them with a bonus to their defensive capabilities by the means of Cover.

The jagged eruption of spikes is not something that could could have models in or on it, I would rule it as “Impassable”. Having something that is impassable can greatly change the outcome of a game. Playing cat and mouse around an impassable terrain piece could prevent your opponent from charging and killing your wizard or other support foot hero that is crucial for your game strategy.

You cannon move models over this terrain feature unless the model can fly, and you cannot set up or move a model onto this terrain feature (even if it can fly).

-Age of Sigmar scenery rules

Defensible terrain. When we talk about defensible terrain it is something that is new (ish) to Age of Sigmar 3.0. This is where units, or several units that add up to a total limit on model count, can effectively take up defensive positions in or on a piece of terrain. This grants a penalty to your opponents to hit your models whilst they cower bravely in the ruined building, the hut or the pillars of stone and also the benefit of cover (+1 to your armour save rolls).

Defensible terrain

Coupled with the scenery rules that can be given to to terrain pieces scenery can have a big impact to the game especially if they form choke points, block line of sight from your artillery to your opponents key units, or block a charge from your cavalry to your opponents archer because of impassable terrain.

Now to tie it back in with the question, impactful terrain is more than a few grave stones, a lone tree, a fence or a hill. It is terrain that changes your strategy, changes your deployment or changes where you position your troops. It is terrain that changes how you play.

Now D&D.

Table Top Role Playing Games

TTRPGs traditionally take place in the theatre of the mind, most of the games from my childhood of Dungeons & Dragons, OpenLegendRPG, Gamma World and so on all took place in my imagination.

Nowadays we have things like roll20, Tabletop Simulator, Foundryvtt, GMForge and the list goes on. Now I am quite familiar with Roll20 (its free ๐Ÿ˜‰ ) and Tabletop Simulator (used for online warhammer games) and have used terrain available on these platforms to enrich my gaming sessions, however since I am a wargamer as well as a DM/GM I have access to the tools and a growing catalogue of experiences and techniques that I can use to hopefully create some really useful terrain for not only Wargaming but also RPGs for the table top.

Its not the fanciest, there is a bunch of terrain crafters out there who are, simply put, masters of sorcery when it comes to how they can turn popsicle sticks, foam, modelling clay and bits of fake grass/sponge/leaves/bricks etc., into amazing buildings, awesome cliff faces or full on terrain boards for wargaming or RPGs.

There is something very special and empowering when you (in my case) turn on the camera pointed at the table covered in terrain and miniatures and your party just go silent with awe. The excitement in their voices, the requests to zoom in, pan, spin, rotate not only led me to invest in a turntable/rotating tray for my gaming sessions where I plan to have terrain and minis on the table but also led me to want to craft more for my players so that I can keep their wonderment and excitement cranked up as often as possible.

The birth and update of the 3D printer has made terrain much more accessible to nearly everyone. You don’t need to have 6 meters of xps foam stashed under your table any more… I’m fine with it, really… a hot wire cutter, sharp knives, multiple types of glue and several other niche tools available to make terrain but can simply print it with a few searches on thingiverse and a message sent to your printer.

Whether you are a Wargamer, a role player or someone who just loves to craft miniature things I would encourage adding some terrain to your digital or tabletop games that impact how your players (or opponents…) interact with the game.


That’s all we have for tonight. I hope that you consider terrain as more than just something that is eye candy but look at the impacts it can have for your players and yourself in your future games.

Don’t forget to come back tomorrow for the end of week writeup where we look at what happens at the docks and potentially get a glimpse of things yet to come, and things that have come to pass.

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

Attack at the old docks…

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

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

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


Ghost ship

12FrGS

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

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

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

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

~Break in combat~

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

Round 2

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

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


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

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

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

Defenders at the docks

It’s Thursday and that means map day! This week we look at a single map that we explored a bit yesterday in our twist write-up but today writing up the map so it can be used without the twist being implemented.

So without much more discussion let’s roll into it.


Trouble at the docks

12ThMa1

Credits or Rocky Harbour Battlemap go to creator Neutral Party.

Heading back to Arciryas after saving the wizard, Petrel, and stopping the sea elves from flooding the northern beaches with a powerful ritual they run into a familiar face on the road.
Rafnir, who looks a bit worse for wear having suffered a few wounds, is slowly and finally walking back along the same road.
“It’s good to see you, Rafnir!” Ray called as the party accompanied by a grouchy old wizard jogged to catch up with him.
Spinning around, Rafnir raised a sword and eyed the party with overt hostility.

“Don’t move, not even a muscle.” He warned, muttering the arcane syllables that made his tusk feel like it was a chunk of coal. The party complied, worry spreading on their faces as they paladins prepared to draw their blades.
” Boys, always with the swords. He is casting divination magic not something to burn, smash, cut or boil you alive. Relax” Zander said calmly as he fiddled with a button on his cloak.
A moment passed and the spell was cast, sighing with relief Rafnir sat on the side of the road and rolled his wounded shoulder.
“Sorry lads, had a tough few days and nights. Not sure who to trust and I am out of spells to make sure I know who I am dealing with.” Rafnir grumbled, his discomfort apparent.
“Let me tend to your wounds laddie, then you can tell us what happened to you” Dusk said, moving forward preparing to heal the half-orc.

After Rafnir had explained the possessed soldiers, then the ambush from the sea elves that night, and then some possessed farmers who attacked him without hesitation or warning the party were left bewildered.
“So these elves, they attempt to somehow separate you from your soul and then inhabit your body?” Mike practically spat, he was not a fan of cultists.

“That’s what my theory is” Rafnir replied, drinking from a flask as they rounded the last bend before the city Arciryas would be before them. “No solid proof other than what I saw”

As the party arrives back in Arciryas they are greeted by a mass of guards and soldiers. It didn’t take long for the party to be shown to Blake. Having Petrel and Rafnir with them helped speed things along when the soldiers knew who they were talking to.
As they met with Blake, and pleasantries between the three Arciryasians took place the party was invited to walk the docks.

“So what you believe to have happened is our own Navy, and some of the soldiers in the city are already under this elven spell.” Blake recounted the conversation in hushed but hurried voices on their way to the old docks. “I can’t stress this enough how poorly timed this is. Our navy should be docking at dusk with some of the captains already having arrived earlier.”

As the party steps onto the wet stone pavers Mike slipped on one of the soaked squares of stone. A few chuckles could be heard from the buildings to the left and right of the party as Mike was helped up to his feet.

Four piers jutted defiantly into the sea ahead of the party and similar buildings to the ones to their left and right formed little clusters of shops and storage buildings for those who worked the boats thst were moored at the piers.

Stepping forward, as Blake ran through plans with Rafnir and, somewhat, Petrel, the party looked around. To their right at the end of the docks lay an old decrepit warehouse. Closer to them was a fish monger carving up a large ray, much like the ones they had fought in the tides of Long Tooth Beach.

A few alleys crossed between buildings as they watched men and women carrying crates the to buildings via the reasonably narrow walkways. In the distance on the waves large sails could be spotted meandering on the seas surface as many large ships head towards the dock.

To their left a few more buildings appeared to be left to disrepair with some drunk sailors and fishermen loitering in their shattered door frames. Looking to the right the source of the drunk fishermen and sailors could be seen. The Block and Tackle. A tavern situated nearly on the water that specialised in hard liquor and meals made from, unsurprisingly fish.

After returning from looking around the dock Blake and Rafnir looked upon the party with unusual interest.

“Tell me gentlemen, do you go fishing?” Blake asked looking at them calculating.

“Not really, why?” Mike asked

“Well to catch a shark you need bait.” Mused Rafnir “and what better bait than four strangers alone on by the docks at night…”


Well that’s it for tonight. If you are like me and thought the map used above is awesome go check out Neutral Party on Reddit and the content they create.

Thanks for joining me tonight, don’t forget to come back tomorrow to look at encounters to fill our adventure with excitement.

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

The Brazen Wolfe

Beneath the waves… Part 1

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

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

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


Sea bound Raiders

11MoDo

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Entry – Level 2

Level 2 – Made in roll20

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

Waterway – level 1.

Level 1 – water way.

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

The Climb – Level 3

Level 3 – 1 up from the entrance level

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

The peak – Level 4

The peak – 2 up from entry area

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

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

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

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

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


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

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

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

Too Easy/Too hard…

It’s the weekend and I am already behind in my weekend plans. Today was meant to be the day I did my end of week write-up but I got sidetracked by a game of warhammer and a visit from an inlaw.

So instead I want to touch on something that is present in every weeks write-ups, difficulty setting.

Now there is a fine line to toe between a creator of challenging adventures and being labelled a Party Killer. I am proud to be a DM that hasn’t had to deal with a TPK, yet, let alone a player death in recent memory. But there has been moments where the fight has been that challenging that the party only manage to barely scrape by. To make this possible I look at encounter balancing as both a science and art.

The science behind it is relatively simple for dnd.

Each character has as XP threshold on which they can comfortably handle that much combat in one day. A party of adventurers have a daily party xp threshold base on number of players and the character levels.

Typically this is 3 deadly encounters a day, 4 hard encounters, 6 medium encounters or 12 easy encounters.

The theory is that the party would spend some of their spell slots, or one per long rest class features in one or each of the fights during the day so by the time that they reach the final encounter they are running on fumes or bare basics. This method makes for a volley of low intensity, low risk encounters still can make for an entertaining day.

For example look at the below three xp thresholds for a party of 4 )evel 1, 2 or 3 characters. As always my favourite tool is featured. Kobold+ fight club

Inversely what I call the art approach is picking a selection of creatures that you believe the party would enjoy fighting and what you believe your party would be able to fight. This is only really effective if you know your party.

Knowing my party I know a single creature would not create an enjoyable encounter. The general format I have for my encounters is several weak (significantly so) creatures to attack the party head on, one or two to flank and try and get around the armoured beef cakes up front then something stronger and menacing to join the fight after one or two rounds.

This is so everyone in the party gets to fight, use their class features or magical items and feel as though they have made an impact in the battle.

The true method I use is a hybrid, xp thresholds (bordering on high hard/deadly) with things for all players. Any one of my players characters could take a 108 hp dragon from full hp to 0 in two to three rounds. The paladins reliably dish out 30/50 damage a turn, the sorcerer probably the same if not more in an area and the Cleric can deal between 3d8 + 6d8 damage over two rounds with healing and buffing thrown into the mix.

Knowing your party and what they are capable lets you balance on that cusp of “wow, I thought we were gone there. That was so cool how you hit those 12 ghouls with thst lightning bolt” and “well. Thats it. We’re dead. Again…”.

For me the enjoyment of the risk vs reward thrill of combat for my players is what I seek every session and what drives me to think of new ways to test their resolve, their strategy and their ability to think outside the box.

Thanks for jumping on for the weekend ramble. Don’t forget to come back tomorrow with the adventure writeup and close of the weekend.

Let me know what you do for your players or what you think your DM does for you. Do you calculate every encounter on some formular or do you have a go and adjust based on prior encounters with your party.

As always, don’t forget to roll with advantage,

The Brazen Wolfe

Salty Seadogs…

Tuesday is here and that means we are looking at NPCs for our adventure this week and as we are in a city by the sea let’s explore the stereotypical people you would expect to meet in a sea-side city.

As to change up the pace a bit I used more of the Fantasy-Faces that I have previously generated as well as looking for a generic sea-faring half-orc image to suit what I had in mind for Rafnir. I think this will do and looking at pngwing.com they are open for non-commercial use which is great news for us.


Rafnir Coral-Tusk

11TuRCt

Image sourced from pngwing.com, all rights go to original artist.

As the water lapped at the side of the boat the muscle bound half-orc dipped his hand in the water as he turned the rudder towards the shore. The water was cold, uncharacteristically cold for this time of year and the tide, and normally he would be able to see the seafloor considering that the sky was clear however today it was dark and murky – a bad omen.

Unfolding the held sail he whizzed towards one of his nets. As his boat, the Seabreeze, skimmed next to his net he reached down and snared the net with his worn fingers and hooked it to the side of the boat so it wouldn’t come loose as he towed it closer to shore.

As he neared the shore he slackened the sails and slowed the boat so he could bring in his haul. Unlike the other predominately human sailors Rafnir was born with the strength of his orc father, this helped him with his particular style of netting.

Pulling up the thick coarse net he untangled the fish as he came across them which were fewer in numbers than normal which boded poorly for him. About half way through pulling up his net he came across something he didn’t think he would see, a severed hand. Examining the hand briefly he noticed that the skin was pale and covered in a very fine layer of iridescent scales. Looking at the cut that separates hand from limb he noted the irregular tears in flesh which looked like shark tooth, but when he looked at his netting he could see that it looks like what ever separated the hand from owner also appeared to have tried to cut through his net to free the hand. A futile attempt as the net was woven with a strand of admantine through the cord and enchanted by mages to be nearly unbreakable.

Putting the hand aside he pulled in the rest of the haul, not even a quarter the number of fish he was used to, and came in to dock his boat – that’s when he noticed the wailing from the houses at the base of Arciryas.

As he tied the last of the knots to keep his boat moored he hauled his find, the hand included, back to his home – finding his neighbour ashen faced sitting on the step outside of Rafnirs house

“Good morning Astrid, what’s happened?” He said, dumping the net and bucket next to his door as he squatted down next to the woman.

“Raf, something came into my house. They took my mother, well, took something from her. She is dead,” Astrid nodded towards the slightly open door, a beam of light from a window that pointed towards the sea revealed the still form of Ingrid, Astrid’s mother laying peacefully in her bed. “It wasn’t just my mother, others lost their husbands, wives, daughters, sons. I don’t know of a family who didn’t lose someone from their house early this morning.” Hugging Astrid, Rafnir just let his old friend weep. Looking into his house through the hole in the wall (where a window used to be) he saw his harpoon mounted on the wall. His cutlass and leathers from a lifetime ago glinting in the box at the end of his bed.

“Does anyone know who or what did this?” Rafnir asked, his hand looking back the strange hand in the bucket.

“No one seems to know. I did see only Jake talking to some adventurers who came through town just before you returned. I think they went to the keep to talk to Lord Blake” Astrid said, sniffing and drying her eyes on her sleeve.

“I guess I have to go talk to Lord Blake then.” Rafnir said as he released Astrid from his embrace and standing “Guess I better get dressed then, cant see the lord without my good leathers on”. Rafnirs mind was already on the ritual of putting on his armour and weapons. He would likely be giving honour to Umberlee in the days to come so he may as well look the part.


Lord Blake Trevally

11TuBTr

The adventurers, if they can be called that, were the first people to have supposedly encountered the seaborne invaders and to not only survive the endeavour but to also kill one of their assailants. He didn’t believe the old hermit would still be living but the crazy wizard was the only one who, he believes, could manifest a way to find and combat the growing threat of these raiders from somewhere off the coast and if the adventurers could bring back anything that the wizard had been working on then that would be a boon for him.

“Sir, Rafnir is here to see you” Shelford, his page.

“Send him in” Blake called back, Raf was an old sailor in the city, amongst other things, and as much as Blake hated to admit it, the half-orc had been instrumental in his rise to lordship and the sailor knew it.

“Blake, good to see you old friend” Rafnir called as he strode into the hall clad in layers of cloth and leather, a long curved sword as hit hip and a harpoon strapped to his back. To Blake it looked like his old friend was gearing up to be a warrior again.

“Raf, what brings you here, I take it that you aren’t dressed like this just for old memories sake. I take it you have heard what has happened in the city early this morning then.” Blake said as he strode towards his friend, clasping his forearm as Raf exchanged the same greeting, the half-orc had lost none of his strength despite his growing years.

“I have just come from bringing in one of my nets and I found this” Raf said, reaching into his trench coat and bringing forth a severed hand “I don’t know what it belongs to, merfolk perhaps, but I did notice that the fingers have a very fine webbing between them” the half-orc explained as he demonstrated the webbing by moving the index finger and middle finger apart slightly.

“Ah, those adventurers were telling the truth. This looks to belong to one of the invaders that attacked last night, a party of adventurers that just left for old Petrel’s hut described seeing several figures come out of the sea and attack their camp last night. They managed to kill one of the assailants before they fled but before they could bring the body into town it disappeared seemingly with the tide.” Blake said, musing as he examined the hand. “Raf, could you do me another fa..”

“Favour and go after the adventurers to make sure they aren’t yanking your chain?” Rafnir completed for Lord Blake “I was going to take the hand to see old Pestrel next any way to get him to tell me what this was from.” Rafnir said as he waved the hand to emphasise his point before stuffing it into his pocket and walking towards the door. “Oh and Blake, one last thing. The waters are dark and cold – I know you don’t believe in bad omens or anything like that but just be careful. There is a strong undercurrent at play here that I believe is bigger than we can see from the surface”

Blake just nodded to his friend as he left. After a moment he beckoned Shelford over “Get word to the patrols. We need them off the roads and back into the city. I won’t lose a battle on my own turf, we will defend the sea. Also, see if we can get word to our fleet – we will want them back to help defend the shore and waters.

Shelford saluted before running out the door.

Blake returned to his desk and chair and looked over the papers scattered over the table before his fingers touched a book he had been avoiding for days now The world which dwells below.


That’s it for tonight, a brief glimpse at two NPCs who live in the city of Arciryas which will help flesh out a bit on how they interact with the players and their characters. Remember that NPCs are what bring our game worlds to life, they are the ones who hand out quests, give rewards and provide insight and motivation for players to do the things they do so spending a bit of time to investigate who they are, who they were and who they aspire to be can be a good quick win for us in increasing the immersion for our games.

Don’t forget to come back tomorrow where we investigate what twist we can introduce here, the more I think about this adventure the more sure I am that this will span over a few weeks worth of writeups, so after this week if we want to see more of the adventures around Arciryas let me know and I will explore a bit deeper, pun intended. Otherwise I will look at what other adventures we have in store for our party and see where we go from there.

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

Around the campfire…

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

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

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

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


Moths to a flame.

10FrFN

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

A gnome, A dwarf and a thief walk into a tavern…

Tuesday is here and that means it’s NPC day!

True to my word I have 4 NPCs currently (rolled a D10 and D6 each time) and have this far had chance choose 03TuRLH – Rose Longhammer, 05TuBaHe Baxter Henderson and rolling two 10s I have to write two new NPCs tonight…

The tools today are as always Artbreeder but also re-using Fantasy-Faces for the free images there.

So without much more flaff and waffle let’s get into it and walk up to that Dwarf at the bar.


Brinker Fuzzwallop

10TuBiFu

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

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

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

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

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

Zander, noticing the patterns on the panel where the gens are embedded noted that there appeared to be a recession where the veins of light stretched too but didn’t quite reach’

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

Brink turns around and follows Zanders finger before hastily placing the other teacups in front of the others, almost flying to the panel ‘no, no, no… This isn’t right – there needs to be.. where is Timmy!’ With that Brink runs up the stairs ‘I must tell Mer that we have been robbed. Timmy is missing!’


Mellany Whitfan

10TuMeWh

Rose Longhammer

03TuRLH/10TuRLH

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

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

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

‘Be careful of this one Dusk, he has the scent of death upon him’ A cold woman’s voice, like the caw of a raven seemed to move down his spine like a cold shiver.

‘Laddie, I have travelled long and hard and just need a few moments to rest and have an ale. Why don’t you grab an ale and do the same eh?’ Dusk said, reaching for a ale in front of him, his trained nose instantly telling him it had been tampered with. The pale woman looked up at him alarmed and went to say something but a wink and sideways glance from Dusk silenced her.

‘Ere’s one, on me lad.’ he said as he passed the drink to the man and turned around.

‘I don’t want yer ale old man – I was busy being acquainted with the ladies here’ the mans voice snuck in like a serpent as Dusk felt the still cold ale poor down his neck.

The woman to his right, Dusk noting a red haired dwarf woman who had been silently staring at a tankard of ale until now, stood up ‘Now you can’t be doing that, I’m going to have to ask ye to leave now and take your friends’ she said, squeezing Dusks arm to warn him of the odds being stacked against the old dwarf in this instance.

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

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

As he turned, a bottle came crashing down, aimed for his head, it shattered above his head as golden raven feathers seemed to manifest above him, the remaining liquid within hissing as it evaporated on his divine shield. ‘You lads will wish you hadn’t been tinkering with dark magic now ay. You see’, crunch, Dusk stepped forward splintering a floor board as his divine presence flowed from his emblem causing a visible energy to spread across his frame, causing the axe’s flames to flicker with black magic (a parlour trick for those clerics who know how), ‘my lady told me you had the stench of rot upon ye soul. I can see it now’, he pointed with the axe the very movement of the blade through the air around him sounding like a raven cawing.

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

‘Dusk, what’s going on here. These boys causing trouble?’ Ray said, rolling a shoulder as the five men turned to look up at the two paladins.

‘Aye, the middle one’, Dusk nodded towards the man who started it all, ‘been dabbling in necromancy or so my lady says. She never wrong in this regard, the bitch’ Dusk said, spitting at the floor beneath his feet.

Mike’s face turned into a snarl of rage. ‘You had to say the N word didn’t you..’ Ray said, sighing as a Mikes mailed fist connected with the mans forehead, the limp body tumbling to the ground.

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

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

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

‘I guess I should be thankful sir Dusk’, a quiet, tentative voice sang from behind him, ‘ that man and his friends had been trying to ply me with drinks for the past few days. Mer didn’t want to do anything with them since they were paying customers and all’ the white haired woman said, having turned around. ‘I am Mel and this is Rose, we had come to Lothgar looking for help before the Tavern went crazy and we ended up here. We are originally from Sparrows Rest, Rose has lost her kid you see and…’

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


Baxter Henderson

05TuBaHe / 10TuBaHe

As the dwarf, half-elf and two humans sat down Baxter kept his head down and moved the chicken around the white sauce and potatoes on his plate. He didn’t know what he had been thinking, being here was a bad idea, moving from Sebluff to Lothgar had also been a bad idea. He sighed, he barely had enough money for his room and the chicken in front of him. He needed to get back to Lothgar and pay his debts so he could his life anew.

Bax had never been good with staying clean and taking up this last job had really caused him to slip further. ‘One last job’, ‘quick in and out’, ‘don’t worry – you will be gone before they realise’. He scoffed loudly, Mr Pondt, the father of crime in Lothgar had been wrong. Oh god his side was soo itchy, he scratched it as nonchalantly as he could but the clear crystal in his pocked was starting to send sparks of energy into his side, and his jacket occasionally sparked. It was getting out of hand but if he could get this stone back to Mr P. then he was good, his debts paid and then some.

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


Well that’s it for today, thanks for joining in.

Now tomorrow is Twist day and as I am all week if you particularly like a twist or shakeup from a previous week let me know in a comment either call it out or the Tag/Slug (07WeCo for example) or roll the dice, d10, d6 and let me know and I will include it in the selection!

I think I have written enough for tonight, hope you enjoyed the return of Mike, Ray, Dusk and Zandar. Don’t forget to come back tomorrow to look at how we can shake it up, and how I will do that (it may be a bit difficult but I will work on it..) and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Blood Gold…

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

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


Adventure hook

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

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

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

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

The party

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

Image generated in parchment scroll creator

The entrance to the town

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

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

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

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

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

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

The Jolly Fandangle

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

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

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

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

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

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

The Marsh

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

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

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

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

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

Back the the Treetop Town

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

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

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

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

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

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

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

As they rush out to find out what’s going on they are led to a few weight balanced ropes and platforms of wood they were advised that several of the guard were already fighting off a large zombie horde, and rumorsโ€™ of a dark wizard hidden in the mists were coming through from the guardsmen that made it back to the town โ€“ but they were missing a unit of men and women who went into the strange mists.

As they descend to the base of the tree they find themselves surrounded by the dead, zombies were in states of breaking apart, their magic spent, and several more were walking at the base of the trees โ€“ pulling and clawing at the wood, as if trying to bring the town down from the roots. Given enough time and not opposition they would be successful. 

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

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

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

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

Concluding the adventure

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

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

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


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

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

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