Trouble of Trenchold

Tonight and I have created a zine for an adventure a few weeks overdue. Trouble at Trenchold. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, Trouble at Trenchold. If you like this format please let me know and I hope you enjoy.


Trouble at Trenchold

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The party talks to Taliah and Jake, normally rivals at two separate taverns in Trenchold, and are working together to see if they can find people brave enough to go into the Trenchold hills. 

Recently a gang of bandits has been robbing people that pass through or near the hills. Rumours have put their numbers in the hundreds but they don’t believe that is the case. The cities nearby arenโ€™t committed to ridding the good people of Trenchold from the bandit plague. 

However both Taliah, Tilly, and Jake are worried about something more. The last few people to fall victim to the bandits have not been found and the people of Trenchold are worried that a ransom note has not been sent their way.

Trenchold โ€“ Created inย Nightcafe

PDF adventure – Trouble at Trenchold



Thanks for joining me tonight for another Zine. Next time you get a party together consider running this adventure and I hope that you enjoy it.

I hope you don’t miss a thing so come back daily in the coming week. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Andrasa’s Defences

So tonight I wanted to look at Andrasa’s Defences and what she would have set up to keep her treasure and tower safe. Now being a powerful sorcerer she would have had access to magical traps and being as powerful as she was she would have many means to defend her sanctum. Or so the theory goes.

And with that said let’s have a peak at just some of the types of traps, puzzles or defences that a powerful mage would have.

Andrasa’s Defences

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Magic Force Trap

Description:

The Magic force trap enchants an object, such as a statue or candelabra, so that it will launch several bolts of magical force when something comes into range. The direction, trigger and way the bolts can be configured when the spell is complete. When the trigger occurs the bolts of force launch towards the target that generated the trigger.

There are ways to configure the trigger to exclude creatures from being targeted but that is part of the casting.

Effect:

The targeted creature must make a DC14 Dex saving throw or be hit by 1d4+1 bolts of force that deal 1d6 force damage each. A successful saving throw ignores the damage. The bolts are barely visible due to the speed at which they are launched.

Disarming:

The trap almost always has a exclusion trigger set up. If the creature can work it out then they are not targeted. However they can determine that there is a trap with a successful DC15 active perception check or a DC12 investigation or arcana check. This is because the enchanted object normally glows and thrums slightly. If the object is destroyed the trap is disarmed, or the dispel magic spell will disarm the trap.


The Thunder Floor Trap

Description:

A hall way or room where several scorch or burn marks litter the ground indicate the thunder floor trap. While the term thunder represents the sound that the trap makes the immediate area around the room is statically charged. The other odd thing about this room is the way that furniture or ornaments may be arranged around the room or strange grooves in the roof. What people don’t realise, normally, until its too late is that there is a strong electrical trap that will shock anyone who touches the

Effect:

Once a creature touches the floor they must make a DC 15 dexterity saving throw or take 4d8 lightning damage immediately and at the start of each turn they start on the floor. Creatures wearing metal armour make this saving throw with disadvantage.
While touching the floor they must additionally make a DC14 constitution saving throw or be unable to use reactions, actions or bonus actions as the electricity courses through their bodies.

Disarming:

A successful DC 14 Investigation or Arcana skill check (depending if mechanical or magic) will reveal the trap. However disarming may be harder. (Dispel magic spell or locating the generator of electricity to disarm it. However the creator of such traps nearly always have a way to bypass it such as a secret room or walkway near the room. Those who want a less obvious way to bypass the trap may have furniture or wall decorations to climb and jump between to not touch the floor. However, for the more athletic of trap builders, roof holds to painstakingly climb across the roof of the room.


Cylinder of weightlessness

Description:

This trap is hard to see and harder to get around. A large room, passageway or open space with tall or no ceilings greets those about to encounter this trap. Once they step into the cylinder of weightlessness they immediately float up five feet upwards from the ground and continue to rise at a rate of 5 feet a turn until they can prevent themselves from floating upwards. The items and themselves weigh nothing whilst in these zones which themselves extend about 60 feet into the air, or, as high as the ceiling is if less than 60 feet.

Be warned, although the creature may be floating as if levitating a moderate to strong breeze will throw them outside of the zone and they will instantly regain their weight and fall the distance down to the ground below.

Effect:

A arcane sigil, coin, treasure chest, statue or a chair may be the focus point for this trap and here may be many of them in a room. There is normally a pattern so that the owner of the trap can avoid them as there is no safe way to get out of them.

Whenever a creature enters the cylinder’s space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the area but not know why apart from a feeling of doom and dread. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

Upon a failed saving throw the creature immediately floats five(5) feet into the air. At the start of their turn they float a further 5 feet up into the air. As they have no weight only creatures with a flying speed can move but they need to make a DC15 strength check to break free from the force of the trap.

Disarming:

Creature within 5 feet of the trap can take an action to pull a creature or object out of it. Doing so requires a successful DC 12 Strength check. The creature within can be pushed out by thrown objects as they are weightless while within the trap but they will take 1d6 bludgeoning damage from the fall for every 10 feet they fall.


Thanks for dropping by tonight for a look a few trap ideas. One inspired by the magic missile spell, another shocking grasps mixed with a modern tesla coil and the last, the good old Gelatinous Cube. These traps will make an appearance this weekend but with a few others as well. So don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cliff Dwellers

Tonight is a pretty simple one as we meet the Cliff dwellers known as Wind Cutters. These leathery skinned creatures are designed to fly and soar above the desert skies. But their speed is also matched with their strength with the ability to carry up to two human sized creatures on its back. With the race on to get to Andrasa’s treasure first speed and strength mean a lot. So let’s sit back as tonight we investigate this new creature!


Cliff Dwellers

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The Wind cutter goes by a few names but it is a much smaller cousin of the wyvern and winged drakes that people may be familiar with. With a wingspan of twelve feet and large muscles that power these massive sails they are quick and strong.

This makes them excellent mounts for those who know how to handle them, or who have a stomach for heights and speed. They are carnivorous but lack true aggression like many land predators. They prefer to hunt small prey or scavenge. However they have been known to carry off creatures to great heights and to drop them to make an easy meal.

Cliff Dweller – Created in tetra-cube.


More will come this weekend as I wrap up a few adventures that have piled up but also reveal what awaits us within Andrasa’s tower. A mage never quite leaves their sanctuary undefended and this one is no exception. So don’t forget to come back for more adventure this weekend! And lastly, as always, don’t forget to roll with advantage
The Brazen Wolfe

Andrasa’s Tower

Tonight brings a view of Andrasa’s Tower, but not what lies within. They say that no living soul today has ever stepped out of the tower that Andrasa built. Perhaps today will prove that statement wrong. But let’s sit down and look at tonight’s map!


Andrasa’s Tower

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The Map is nice an quick. A large portion of fallen cliff that has become wedged between the two parts of a narrow section of the chasm. This tower is made from dark stone and despite being ancient it looks to be relatively well kept. Debris from what could be the collapse of from chinks of the wall litter the area but the floor of the platform is stable-enough for now.

Andrasa’s Tower – created in Inkarnate.



Thanks for joining me tonight for a quick view of Andrasa’s tower. The effort of making the inside of a tower will have to wait for another night but what we have will suffice for now. Don’t forget to come back tomorrow for more content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Descent to the Tower

The descent to the tower was not as long or gruelling as they thought it would be. They didn’t expect there to be a much of a tower left if they were being honest with themselves. But what awaited them in the chasm was something they didn’t expect at all. But to find out what was there we best sit back, grab a coffee and let’s roll into tonight’s adventure.


Descent to the Tower

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As the party looked over the railing of the ship a series of shouts brought their attention to the crows nest. One of the crew was pointing frantically at the sky as several leathery flying creatures swooped from the direction of the sun into the chasm.

On that back of each of these large creatures were two people strapped into a unique harness. The first two creatures to swoop past them were occupied by familiar faces. Jason, Colin and Mary, the latter smiling and waving at the group as they rushed downwards.

โ€œThey are after the tower too!โ€ Lucile called as she brought up a large crossbow and launched a shot towards one of the descending fliers. โ€œAlex! Canโ€™t you make this thing go any faster?โ€ to which Alex replied with just a grunt as he whirled the wheel around causing the ship to tip towards the chasm and descend at a rapid rate. But it wasnโ€™t as fast as the fliers. With a turn around a jagged corner of the chasm they came across a sight that they didnโ€™t expect to see.

Andrasaโ€™s tower was intact. A large section of stone on which the tower had been built was wedged between two parts of the chasm. Between them rose a magnificent tower that defied the pull of the chasmโ€™s floor below and rose toward the sun above. Already the ship’s crew and party could see the winged leathery reptiles landing and humanoids scuttling off their backs and onto the towers foundations. The creatures then took flight again towards the walls of the chasm.

โ€œIt looks like they are taking a fortified position. Or to what little extent they can!โ€ Jessica said as she raised a telescope to her eye and looked down. โ€œA group has gone in but some remain as a welcoming party for us. This won’t be easy if we have to try and land safely whilst being under fire.โ€ she repeated as an arrow or bolt whistled past the railing and over the ship.

Thoughts

So an assault of a tower to discover what lies within. There is two parts to this encounter and adventure which I am excited to share with you this week. Trying to get of a flying ship, or any vehicle, whilst being shot at by arrows would be difficult but with a party of seasoned adventurers this shouldn’t be a hard task. The hard task is once they breach the towers walls.


Thanks for visiting again tonight to stay on top of this weeks adventure. Some big plans coming up but perhaps not another tower map, they can be a bit tiresome to work out. But if I can muster the energy and courage to work one out we will have to see what I can work out. So don’t forget to come back to see where we take this weeks adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Contestants of the Prize

Following on from last week as we had a run with in a few NPCs, some new most of the old, we now look at the contestants of the prize. What prize you ask? Well Andrasa’s Tower of course and all the knowledge and goodies that reside within its walls. So we race to our chosen methods of transportation let’s grab a coffee, sit down and let’s meet some familiar faces.


Contestants of the Prize

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Lucile Bendercuff’s team

Lucile Bendercuff – created in Artbreeder

Alex Portand โ€“ created in Artbreeder
Jessica Windhart – Created in Artbreeder

Now while not an elite team of treasure hunters Each member of Lucile’s team is an expert in their field. They race to secure knowledge and complete Lucile’s dream but not necessarily for profit. This makes them perhaps more deserving of the parties assistance but the party can make that choice when they get to it.

However none of them are fighters. Lucile may be tough and canny but they will need muscle and skill in order to best their rivals which also seek Andrasa’s Tower and her treasure.


The rivals

James Rubhek – Created in Artbreeder

Mary Cepwell – Created in Artbreeder
Colin Rubhek – Created in Artbreeder

Whilst Mary, James and Colin may have appeared to be on the side of Lucile and the party they have always had ulterior motives. Each one of them is driven to success and the promise of gold and riches.

Whilst Mary is not quite Lucileโ€™s equal in knowledge of influence she is persuasive enough to get the right information and to put it to good use. Colin and James however, are in it for the money after spending the vast majority of their wealth frivolously; they aim to return wealthy as kings and with the mercenaries accompanying them they may very well be successful.


Whilst no one was new all of them have had their cards revealed. People from the start posing as tourists, a helpful librarian turns out to be a mastermind. What else lies in store for the party to have to deal with. Come back each day to find out and don’t forget to keep an eye out for additional adventures coming out this week. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Back to Trenchold

After a pretty shocking weekend where rest eluded most of the household I took a glance back to Trenchold. There is something special about those early level adventures that just brings me back. I think its how even the smallest and simplest of plots and hooks start the journey. Or its the fact that for the Party even the lowliest of creatures pose a threat. Regardless of what it is I plan to go back and wrap up the missed adventures and Trenchold was the plan for this weekend.

However after not sleeping since Friday night focusing is difficult so I will add what I have worked on for now to help with tomorrow nights Trenchold and new adventure post.

Back to Trenchold

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The Township of Trenchold

Trenchold – Created in Nightcafe

Trenchold has been at the mercy of the larger cities for as long as anyone can remember. The issue is that its too far away for anyone to send real help to their town if something goes wrong and that they don’t offer the larger cities anything other than what any other farming township could. It’s because of this that the disappearance and robbery of their wagons has gone unchecked for so long and the town is slowly running out of supplies.

It just so happens that the only wagon to make it into Trenchold had a group of adventurers who had come seeking work. Well work had just found them and the party were quickly made aware of the situation and what their arrival meant.

Rumours flooded over them of a band of thugs patrolling the roads. At first they just stole from the merchants and farmers now no one lives to tell the tale. A second rumour is that in the hills near Trenchold a demon stalks the rocks and forests. The beast is drawn to desperation and those who were preyed on by bandits for soo long reek of it.

The last rumour is that the local businessmen have orchestrated it in an attempt to drive up prices on their inferior quality tools and items. The people that believe this appear to be quick to riot and their anger and fear is evident from the short interaction with them.

What ever the cause the adventurers are here and the town of Trenchold is in need of heroes.


Thanks for joining me tonight and for looking at the opening blurb for Trouble at Trenchold. I plan to have a few reveals and fulfilled adventures this week so make sure you come back daily! And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

2023 Campaign Adventure 4

Good evening all and welcome to the fourth day of adventuring that the party experienced today. Whilst not giving away the campaign, adventure or plot moving forward I will attempt to write up each adventure this year continuing with my 2023 campaign adventure 4.

2023 Campaign Adventure 4

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Plot:

Warrendeep – Part 2

Warrendeep

“So not even a day on the job and you have committed murder”.

Those words spoken by Steffani caused a ripple of doubt to spread across Mordekai (Kai) and Tater. The body lay at their feet and the unconscious form of the halfling was currently being bound and taken inside. “You boys are running out of options now. It looks like the commotion has summoned the guard and they are on their way now.” Steffani said, nearly smiling. “Unfortunately as you aren’t sworn in members you aren’t protected. The Grey-cloaks offer some protection against misunderstandings like this. The crown has offered to be lenient when we are protecting the people of the city against the encroaching corruption.”

Kai and Tater were taken aback as they saw the guards walking towards them. “I happen to have the membership forms here, you just need to sign them.” Gwen said, appearing as Steffani called out for her.

After a few moments hesitation the forms were signed, Kai signing Taters name instead of his own, and the guards were left looking confused. Returning into the Tavern to firstly apologise to Marie and secondly some food and drink in them they then returned to interrogate the halfling.

Not wanting to be “persuaded” with pliers and harsher words the halfling agreed to comply with them. He revealed that he was trying to make friends and find a group to belong to and he found a pamphlet that described a secret meeting of individuals. Potential members had to go to Tilly’s Supplies, a general store, buy a single candle and state “A single candle to bring me back to the light” would be their secret phrase to gain access to the meeting. Once in there he was exposed to the groups, a bunch of people hooded and robed so no one could see their face, and their belief.

Following The Cult

They believed that the creatures appearing, these weird beings were the messengers of the ancient one, a god. They also believed that in by seeking out the messengers that they would be able to get closer to their gold and gain knowledge and power. However the halfling was there to just fit in.

Heading back to the halflings house, with Kai on the shoulders of Tater under a large robe, they then made their way to the general store. The girl manning the shop advised them that the meeting was held last week and that it hadn’t been held again. She then offered to show them the storage room where they met and grabbed a lantern as it was dark down there.

Moving down the stairs they came to a door that was lockable from the outside. Opening the door revealed a pile of crates in the middle of the room and two isles either side of it. Moving to the back of the room the store worker mentioned that she had seen a giant rat down here a short while ago and that this room always freaked her out. While Tater tried to lure it out with some left over curried goat that was trapped in his beard the halfling spotted the rate. While the party went to investigate the door to the cellar closed – the halfling apparently was just as terrified of rats as the girl. Now in pitch darkness the rat ran to a hole in the wall as Kai lifted a drift globe into the air just above his head casting the room into light once more.

Investigating the hole they recovered a pouch with a dagger, 6gp, a piece of parchment and a broken compass.

Closure

The compass was spinning around randomly before stopping abruptly. After a few seconds it would repeat and stop at another location. This process repeated indefinitely. The parchment turned out to be a crudely drawn map. The map had a few points of interest marked out but the writing around these places were in abyssal.

Taking the map and the compass back to Steffani and Gwen they were able to decipher a single common phrase “Meeting place” at each of points of interest. At the same time they noticed that the compass had stopped spinning or moving and had locked onto something in the alleyway. Investigating they revealed that the compass was pointing towards the hobgoblin Tuskur who was laying in a wagon and about to be taken to be disposed of by two guards. Accompanying the body they revealed along the way that the compass barely reacted to the purple goo and that once burnt the compass began to spin and suddenly stop randomly again. Perhaps the compass was indicating where the messengers of the ancient one were…

Taking the wagon that the carried Tuskur they made their way back the the guards barracks. There they met Capitan Stevenson, who obviously had no love for the grey-cloaks (the Inquisition into the strange creatures appearance and the chaos they brought). After this brief meeting they made their way back to the Five Fat Ravens Tavern and got some rest for the night – tomorrow was likely going to be a busy day.

Main NPCs:

Steffani

Gwen


Thanks for joining me tonight and for continuing on this campaign with me. I had planned a bit more this week but unfortunately we cut it short. But this just means more of a reveal next time. regardless I hope you enjoyed catching up on an overdue episode of my 2023 adventure!

Don’t forget to come back tomorrow as we wrap up last weeks adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Seekers of Lost Knowledge

This week finds the party with lost knowledge and potential hints to the biggest treasure in Rastabar, but there are other Seekers of Lost Knowledge. The party have to out play, out muscle and outrun these confronters and return The information to their patron before its wrestled, or beaten, from them. So sit back as tonight we investigate creatures!


Seekers of Lost Knowledge

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A whole rabble of people line the streets of Rastabar. From commoners to guards and mercenaries to mages and knights there is nearly an endless list of who could be after the party at any one time, or who could be trying to keep the peace.



A short one tonight but it builds to a bigger adventure this weekend so don’t forget to come back for that. This weekend I also have D&D back on the menu after a break for warhammer so keep an eye out for updates on that. And lastly, as always, don’t forget to roll with advantage
The Brazen Wolfe

Rastabar Mercantile District

This week sees out party running through the streets of the Rastabar Mercantile District as they try and make it back to their employer with long forgotten information. Whilst trying to make it look busy I also wanted to make sure that it felt spacious. A lot of people on the streets and amongst the houses gives a bit more of a ideal of scale and that may be enough for the party to use. But enough talking lets look at the partial city map!


Rastabar Mercantile District

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The mercantile district is caught between the general populace’s homes and the poorer district. In the middle lies the library and a few attractions around some shops and other merchant buildings however its also shadowed by a large fortified building that contains some of the guards to the city.

This makes the district very defensible and generally wrong doers or those who disturb the peace are dealt with quickly, if they don’t make it into the slums first or disappear amongst the winding streets between houses.

Rastabar Mercantile District- created in Inkarnate.



Thanks for joining me tonight for a quick city map. City maps are by far my least favourite to create as they never seem to fit right. But I guess this is something that will come with practice so I will continue to experiment with them. Don’t forget to come back tomorrow for more content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe