Complete Acquiescence

Welcome to another Monday where this week we give into Complete Acquiescence and visit the City of Brightkeep. Perhaps I have been spending too much time building my Slaanesh forces but this week, using a random encounter generator, this weeks adventure slipped into my mind. From a single creature the story was born like a lightning bolt through my mind. And now I am here to share with you the tale of Brightkeep and how a party of adventurers attempted to liberate it from overwhelming odds. So to get into the adventure we better accept out fate, relinquish foolish ties and roll on with the adventure.


Complete Acquiescence

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Brightkeep Manor hall – Created in nightcafe

The city of Brightkeep was magnificent. A city that was built around the temple to Helm, the deity of protection, is a many layered city that has enjoyed being protected by the knights of Helm known as the Watchers. The people appeared to be a wealthy lot as they strode around the markets in fine clothes. Many bought richly coloured vibrant fabrics, jewellery or even exotic foods.

The party headed towards the centre of the town, the market place was too chaotic and busy and there was quite a lot to see in this city. Many of the guards laughed, drank and indulged in the delights of the city as much as the rich patrons. In fact on multiple occasions the party witnessed a theft, pickpockets or something more dire where the guards look almost displeased to give chase of the thieves.

After a few minutes of walking the party noticed that a single, tall robed man had been walking behind them for quite some time. His boots and long white tabard were dirty, filthy with mud and other stains, some of which looked like blood. The clink of mail could be heard over the din from the other inhabitants from this city as the man strode with purpose towards the party.

Friend or foe

They could feel the power radiating from this man, a holy knight, one of the Watchers. To bring upon the gaze of the watchers was to incite the judgement and potential wrath of Helm and this man embodied the feeling of judgement. As they hastened their pace, not wanting to tangle with the man, their twists and turns down alleys only seemed to increase the speed of which the man continued his pursuit. But there was something more. Two shadows, men and women in darkened robes that had the same markings of the watcher, flanked him. The three of them gained ground on the party.

Turning a last corner they came across a large, old door. The stones were worn, besmirched with grime and dirt and the door looked as if there had once been a lock. Now removed forcefully the door provided the party a way out and away from the watchers who were gaining ground quickly. The pink of mail and hurried, yet softened footfalls of the shadows were moments away. Pushing through the door they closed it behind them and let their eyes adjust to the gloom.

The ruined Temple

They were in a large, magnificent building. Large columns of smooth stone held the roof up. The floor was littered with pews and tables, all of which were pushed over, broken or otherwise defiled. Suddenly the door behind them creaked before it was ripped from its hinges. The water and shadows trickled into the room and stood there in shock.

“What has happened to the temple of Helm…” one of the shadows, a woman, asked. “Brother Amed, this would explain the presence we felt. The order of Helm, the watchers. They have gone. the city lies unprotected…”

The large warrior just stood there looking around, his eyes glancing over the party before he strode to a beheaded statue to Helm and knelt. The murmur of prayer echoed dimly from the walls.

Thoughts

Now I haven’t touched on the creature that has triggered this adventure but the fall of a major, the major power in a city is never good. In fact that is what this week is about. I wanted to run the party through the investigation of the issues in the city. I believe that finding the root cause and silencing it will make this adventure something to remember and I cant wait for the party to experience it.


Thanks for visiting tonight and looking at a glimpse of the complete acquiescence I have planned. However, tonight is just the start so you best come back each day this week as we expand this weeks adventure. Don’t forget that to check out my zines if you like what I do and need a quick adventure. In fact, Wolf Moon Rising is my latest one and would flow in nicely into this adventure, so I would check that one out next.

I also must remind you to book some time for your tabletop. It’s important to maintain a focus on our hobbies even if its for a few hours. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Wolf Moon Rising

Tonight and I have created another zine for this weeks adventure, Wolf Moon Rising. 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, Wolf Moon Rising. If you like this format please let me know and I hope you enjoy.


Wolf Moon Rising

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The halfling woman crossed the tent to retrieve a cup of stewed herbs. Inhaling the smells from the potent mixture she breathed out a sigh of contentment, kneeling by the fire to look what the omens had in store for her. As the fire danced across the coals in front of her the herbal tea and smell of the smoke. 


Slowly images appeared in the fire in front of her. As normal, for her tribe, a large wolf appeared amongst the fire and images swirled around. The passing of days, three in total, The sun being devoured by the great wolf and the moon replacing it. A burning village, animals running as packs of wolves ran with her tribe as they hunted anything that moved within the land. The halfling dropped the empty cup as the images slowly resided. 

The day of the great hunt was approaching and she had much to do in order to protect the tribe.

Berkshire

Berkshire – Created in Nightcafe.studio

The trek into Berkshire was a relatively uneventful one. The animals that had stalked them for days had given up their pursuit but they had been acting more aggressive, more bold than normal wolves, bears and boars. 

The town of Berkshire is where the party had been summoned, the promise of wealth and adventure had sounded nearly too good to be true but the governor of this town had apparently built the town up from just a few houses to what it is today. 

Houses and farmsteads lay on the outskirts of the town with farmers working the fields. The lack of animals was soon explained by a large pyre of burning livestock carcases that sent a plume of dirty smoke into the air. 

It didnโ€™t take them long to find the governor’s building, his office, and after a few moments they were shuffled through the doors and ushered to meet Casey Dae.


PDF adventure – Wolf Moon Rising



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

Challenge one word adventure

Good evening all and welcome to another long overdue speed adventure challenge. Tonight for my Adventure speed challenge one word adventure I have chosen Claw. Tonight the adventure will follow a few key criteria but by the end of it there should be an adventure that should be useable.

The criteria include:

  • Time limit: 30 minutes
  • Word: Claw
  • Minimum word requirement 1000
  • Must have a initial Plot, Secondary hook and conclusion
  • Must have at least one NPC
  • Must have at least one conflict
  • Must have at least a description of a battlefield if no map is produced
  • Images and statblocks can be added after 30 minutes if required
  • Notes on how to run the adventure or the thought behind it
  • Anything done after 30 minutes clearly called out or identified. (red background)
  • Can clean up after the 30 minutes~

Claw – Challenge on word adventure

Time started: 8:00:32

Plot:

At the edge of the emerald sea there lies a string of villagers, towns and cities that all have been encountering members of the “Worshipers of the clawed god”. These zealots are fanatical in their belief that a great beast, a forgotten deity resides within the large underwater sink hole that lies off the coast. Those who have been captured and questioned claim to have been chosen by this deity to spread their word whilst travelling by ship or boat on the sea.

What has brought this to the attention of the local power and authority is that each report has no ties to the other. However, each one of them make the exact same claim to be chosen. They have reached out to see if they can understand what is going on by seeking assistance from adventurers of some renown.

Clawed God – created in nightcafe.

Causation –

The cult, the Worshippers of the clawed god have all been exposed to a Huge crab. However this crab is far from ordinary as it has ingested flesh of a dying aboleth that had fallen prey to hunting ships. When ingesting the flesh of this sunken aberration the crab obtained some of its psionic powers. As the crab was consuming the flesh the aboleth was using the last of its psionics to corrupt the mind of the crab, in an attempt to enslave it. However the aboleth was just too weak.

The result was a highly intelligent crab with mild psionic powers who had received its hate for humans and ships from the dying creature. In fact the creature now seeks to get its servants, the worshippers of the clawed god, to bring all the ships of the emerald coast to its lair, the Emerald Coast sink hole.

Main NPC:

However, it is not the authorities, the Sea Watch who has reached out to the adventurers. Jess ‘Ironsails’ Smith is the financer of the endeavour to route out the cult and understand what is going on. Jess is the inheritor by mirth of the Ironsun trading company. The Ironsun trading company operation was born out of Wavecrest, the largest city on the Emerald coast, and they started small. A few ships and just as few crew would run trade goods from the Emerald coast down to the Thruul jungles.

However Jess, after protecting the vessels from pirates, took it one step forward and began bringing goods, rare spices, herbs and other trade items from the jungles of Thruul back to Wavecrest. This saw the companies profit increase threefold and through her actions the company expanded. It now has a place in each port along the coat and, in its own right, becoming the largest power in the southern jungles.

Jess is a middle-aged woman who was born on the sea, literally born in a boat. In fact so close is her bond to the sea that she forsake her parents forges to quench her fire for good. However she is a stubborn as raw iron and as honed as steel.

Secondary Hook:

After talking about the job with Jess the party go to leave, a man attempts to push past them, dropping a long blade that thuds into the wood below. The blade is serrated and curved with the cross guard curving towards the blade itself to look like a claw. The man looks nervously between the party, Jess and the blade. However, seeing the party notice the blade the man attacks them, pulling a secondary blade in the process. After the brief but vicious fight the man is identified by Jess as one of the deck hands for her ship, the Wave Blade.

Jess asks the party to investigate the ship first in case there are other members there who have fallen for the uprising cult.

Area for Combat:

The hallway is thin and cluttered with tables, portraits and displays of wealth. The Ironsun trading company came from nearly nothing but apparently now has no qualms with displaying their wealth. However despite the art, fine silver and portraits that line the walls everything displayed has a purpose.

Swords, daggers, spy glasses, everything that is here is a tribute to someone in the portrait. In fact the only thing that is on display that doesn’t have a corresponding portrait is a worn anvil next to Jess’s door.

The floor is well maintained and sturdy. However the creak of wood and smell of salt water underneath the boards gives away the buildings location. Built on stilts on the beach and stretching out across the dock the Ironsun’s office is build into the docks. In fact despite the wood being durable it is also prone to damage. The salt and water has weakened sections that could cause it to fall through.

Creatures for combat:

Giant Psionic Crab

Clawed God Cult members & Enslaved crew members

Sharks

Eels


Resolution:

The party take a single ship to the Sink hole and fight the crab. The weak psionic powers don’t have much affect on the party who are experienced combatants however some of the ships crew may become enslaved. Once the crab is killed the other sea creatures and enslaved crew and cult members are released from the psionic slavery. However, they will suffer for a few days as they regain their sense of self.

Thoughts and notes:

I think its about time for a maritime adventure. The tricky part with this adventure will be balancing actual combat in the water against what we can do on the ship.

I don’t think having a huge sized crab on the ship will be hard. However exploring its movement as it crawls under the keel of the ship to attack from a different side, attempting to both sink the ship and get the combatants into the water will be tricky.

The investigation may take some time however planting a few cult members on the Wave Blade will give the party a good lead. In fact the creature wants to be found, but it wasn’t planning for strong defenders on the boats.

Time finished: 8:30:52

Words: 1140


Thanks for joining me tonight. Tonight was a bit of a fun one and a long overdue test to shape things up. 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

The people of Berkshire

So here we are at another Tuesday where we are introduced to the gullible and the gambler in more detail. Tonight we meet Simon and Raff, the two protagonists or antagonists depending on how you see them. But the party will learn something very important this week that those who they work for may not always be trustable. So with that in mind let’s grab a coffee, buckle up and roll into the adventure!


The people of Berkshire

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As we set up the adventure for this week we are introduced to the people of Berkshire tonight. But more to the point we are introduced to the leaders of the city, the Governor and the guard captain. However I hope to show that even great leaders can give the wrong order and get things wrong. Last night I gave you the first part of the adventure as our party attempt to take wolf ridge, and do so with ease. But, I have more, so much more in the words for this little town.

Governor Casey Dae

Casey Dae – Created in Artbreeder

Although Casey wasn’t born to Berkshire he came in wanting to be integral to the little town. Having many of his business ventures in a larger city fail he escaped debt and persecution from those he owed money too and found his way to Berkshire. But while here the quiet life of working for someone wasn’t to his liking and he convinced the town to make him Governor. This was partly because of the friendship he formed with Luke, a retired military veteran who he instated as guard captain.

But his endeavours at becoming a governor weren’t all smoke and mirrors and with no competition he was able to grow the township and it expanded from a few households, a single inn and a general store to something a bit more. When the Tribe of the wolf who lived on the aptly named Wolf Ridge started to threaten the town he built up he quickly acted.


Luke Chard

Luke Chard – Created in Artbreeder

A veteran from a military conflict some time ago Luke sought out the quiet life in Berkshire. However the war he fought in never quite left him and it drove him to drink and to squander away the meagre amount of money he had managed to save. That was until Casey arrived and gave him purpose.

Being captain of the growing guard of Berkshire gives him regimental discipline as well as the purpose of commanding the other guards. Under his guidance the guards are well respected and fair in their dealings. But, the level of control of the guards from Casey through Luke is something that is questionable.

Thoughts

Tonight I have purposely put both Casey and Luke as, somewhat well respected people. Neither of them are malicious or have ill intentions however both of them are the causation of the calamity of what will happen in Berkshire this week. But having these two work for the people of Berkshire will give us a solid foundation to build from.

I am excited to put the party in the same place with these two to give them a strong contrast from some of the other one shots. Having nothing Inheritantly wrong with them makes it hard for their actions to be questionable which further adds to the adventures intrigue.


Thanks for joining me for another NPC night, I hope you got some inspiration for your own adventures. Tomorrow I will bring the secondary plot hook and trigger to blog. And I can’t express how excited I am to bring it to life. So don’t forget to come back tomorrow to read what I come up with. Or for the rest of the week for that matter. And lastly, don’t forget to roll with advantage,
The Brazen Wolfe

To Take Wolf Ridge

Welcome to another Monday where I am sadly too late for the full moon for this adventure. However I wanted to bring this adventure to life this week so let me issue a challenge to your party, to take Wolf Ridge. Tonight we will explore a bit of the setting and the main quest line for tonight. So to actually finish tonight’s blog before the next full moon I better roll on with it.

So let’s grab a cup of coffee, sit back and get into tonight’s adventure!


To Take Wolf Ridge

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Wolf Ridge
Wolf Ridge – Created in nightcafe.studio

The party watched the man, a veteran from some forgotten conflict, pace in front of a map. The plans were simple yet the man took a lot of pride in them and strutted like a bird trying to impress a mate. The mission was simple: support the soldiers and escort the transport from some barbarians from Wolf Ridge to town. The veteran began to explain to the other adventurers and sell swords the reason for the raid on the village. The party had heard it before.

The governor of the town of Berkshire was growing tired of the farms being raided for livestock by the barbaric tribe of Wolf Ridge. So he organised the guards of Berkshire, along with some mercenaries to raid the village to capture the tribal people a week before the full moon. The Governor had heard from a passing wise man that the tribe indulged in a week of peace before the full moon. With the soldiers gathered and bolstered by eager to sell swords, adventurers and mercenaries the Governor and his friend, the captain of the guard, planned to attack in the middle of the week.

The party had been approached separately, by the governor, and had been asked to keep the other non-guards in line. Word had reached him of the party’s previous successes and he was keen to have them employed differently than the others. Besides, he was worried about his friend, the captain, as he had left the army after being involved in a large battle but that battle had never really left him.

The Raid

The party approached the village, ready for anything but as predicted they were greeted by alarmed but passive people. A variety of races, ages and people made up this tribe and they dressed in wolf furs to fight off the chill of the alpine village. As the guards rounded up the tribe’s people they left the elderly and kids and escorted the others out of the village. The sell swords stood near the party and watched as the warriors marched, defeated, away from their homes.

โ€œYou canโ€™t do thisโ€ฆ Not during our sacred week.โ€ a voice spoke from behind them. Turning they saw a middle aged halfling woman who dressed in a mixture of merchant and tribal gear. โ€œWe spend this week praying and seeking mercy from our gods. To break this cycle is to insight doom upon our people and yours as our gods are unrelenting and merciless.โ€

After a brief but concerning talk with the woman the guards called for the party to leave. Those that remained at Wolf Ridge cried but stood there, peacefully, as they watched their tribesmen and women be marched off. The party noticed the little halfling woman looking pleadingly at them but slowly lowered herself to her knees and began to pray. Cupping her hands in such a way that a large circle was made she held it to the sky and began a howling chant.

The chant carried them down the hill and sent a shiver down their spines.

Thoughts

Now this one, in my opinion, is a bit of a classic trope that I simply love to throw at parties. The idea behind this week is to seek signs, to question little ‘Easter eggs‘ and for me to tie multiple things together to have an “ah-hah!” moment. I believe that this adventure should be thrown at almost all parties as it can teach them a few things about themselves, the game and their characters.


I hope you enjoy the adventure this week. What I have planned is something that isn’t too difficult but to can still pose a challenge for the unprepared. So there will be a few things I reveal at the middle of the week as well as through the days as we explore this adventure. So don’t forget to join me as we explore the town of Berkshire later this week. And perhaps I may pay another visit to Wolf Ridge.

Little beginnings

Now for many of us, myself included this week is the first week of school holidays. For me I was about the age of my eldest when my father sat me down and opened the “Players Handbook” for me to read. What I found was a lifelong passion, a interest that has stuck with me all through my child and adulthood. It is also something that I remember fondly. The adventures as a child is something that I wont forget. From my first bandit riddled cave to the feat of stirges, that I still keep to this day, I still remember all those wet, wintery days. So for me this may be the first eater holidays that I introduce my kids to Dungeons and Dragons.

So consider sharing your tabletop hobbies with your family. I know that for me it was a great shaper of my life and my passions moving forward. So consider running one of my first one shots, like the trouble with birds, at your tabletop for those new players. I will continue to progress this story this week so don’t forget to check in as the week progresses. And, if you are taking time off, spend some time on your own tabletop too. And finally, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Palmful of Luck

This week I wanted to put into practice the five point approach to create a one shot in a short time frame. Despite the map everything was thought up on the Monday night and the short brainstorm produced a Palmful of luck. So instead of creating a full zine for this week I wanted to put down a few summarising points and tie it in with the process. However don’t worry as we will be back to the normal Zine format next week.

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 quick-adventure, A Palmful of Luck.


A Palmful of Luck

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Magical Dice โ€“ Created in nightcafe.studio

To Roll with Fate

The concept of this week really was the question. What if the act of rolling dice is more than just how the players explore this game but also the centre point of the mission. The dice we use can be simply magic in our hands, but what if they were actually magic. The concept of a magical dice that randomly does this can’t be a new one. But I wanted to add a twist that its cursed to be skewed towards the opposite luck of what its bearer has. So the outcome of the dice roll is better if someone is Inheritantly unlucky.

However this can cause trouble for people who are trying to utilise the dice to better themselves and this is where the Who comes into it.


The Gullible and the Gambler

The NPCs that take the stage is someone who believes that they are being swindled by someone with a magical item, a gambler of their own fortune. The other protagonist is someone who believes that they are safe, gullible due to innocence. However, this does not last long and their one lucky break in a long line of misfortune starts to swing to unlucky.

Both Simon and Raff could easily be the ones who approach the party. Raff’s greed and belief that he was swindled due to a lucky, magical trinket could push him to do the unthinkable. However Simons need for acceptance and desire for, what we all want – safety, could push him to reach out to stranger to help. This week we went with Raff’s greed as it opens up more possibilities. This leads us to the Why.


A Business Proposal

Why is normally the key component of bringing the party into the problem of others is our gig as a DM. I believe that by having Raff being our proposer of employment it means that we can have the party understand something for themselves. That is to not believe or trust everyone they encounter.

I believe that all parties will need to learn this at one point. In fact by having the bad guys of the adventures convince the party to do the wrong-doing it should develop not only the characters but also the players. However, it could go wrong if they do bring Simon back to Raff at which point we have a very different adventure on our hands. But in order to come to that conclusion we need to go to Where it all happens.


Though the Streets and the planes

Where, this is what we encounter next.

Another street chase, or simply back-tracking to where Simon was last found. We have a few ways to get the party to the astral plane. Firstly if they find Simon, if we want them to, then they could chase after him and through an active roll of the dice it gets interesting. However, they could simply find the magic dice by the barrels, hidden somewhere (but not for them).

By finding the dice the inherent bad luck causes them to drop it and open a portal to the astral plane. Once there they wake up on a floating island and can explore from there. Finding Simon being chased by a Githyanki Stalker, or, being the next mean for the gibbering mouther. But that’s in our Why the party have to care.


Ambush in the Astral Plane

Why the Githyanki or the Gibbering mouther encounter Simon or the party is the next question to answer. We have a bit of fun with these two stat blocks as they aren’t anything special. In fact I just wanted to have the Githyanki make an appearance. In fact the idea of a gibbering mouther being thrown in there as a plausible cause to why the Githyanki are there.

Thoughts

I want to thank you all for showing up this week to explore the concept of quick adventures in your palm. In fact this isn’t too far from the format that makes me come up with new adventures weekly. I have been DMing for a while, on and off, and by looking and refining my own process I believe it makes me improve my skills. Short, sharp and sweet concepts without lengthy setups or adventure hooks. This is the concept I have every week and despite it taking me about twelve hours to produce the weekly Zines. They are worth it. I think.


If you like this format let me know! Short, sharp and to the point with some notes to understand the reason why is something a bit easier to turn out. However, I do prefer the tangible zine that I produce weekly. I believe that that format will be the constant that I return to but let me know if there is something else. In order for me to grow and produce higher quality work I will push and explore more.

Next week we kick off with something a bit more Grim. With Warhammer also kicking off for me I want an excuse to use some of the miniatures I have. But, painting these ones are keeping me in a world of pain as finding little things to motivate me to paint more is a constant battle. So keep an eye out for more painted miniatures on here. If you like what I produce let me know, feedback is appreciated as I mentioned above it helps me grow. Don’t forget to take some time for your tabletop and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Easter eggs in TTRPGs

Welcome to a weekend post where the theme is set and its something a bit more advance than what I normally talk about. Tonight I want to talk about the subtle art of Easter eggs in TTRPGs. Now, I can hear your thoughts, I’m not talking about randomly sprinkled treasure under bushes, near couches or on pillows – or maybe its someone else’s… never mind. So sit back, grab a coffee and me roll this concept over you and further into adventure.


The art of Easter eggs in TTRPGs

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Little treats

Now I am certain that we have seen many dungeon and game masters do this over campaigns but I need to say it. However, It is very difficult to do. What it is involves the GM/DM adding little bits of lore or a familiar face or symbol throughout the campaign. In fact the very idea behind this is that you set up and build up all these little things for a later big reveal. Whether this reveal is a twist midway through the campaign of the conclusion of the adventure it doesn’t matter. However, I find that the art of getting these just right is very difficult.

Now here lies the difficulty with it. If done correctly, subtle little hints, appearances or non-blatant pieces of information then you give control of the Easter egg to the player, not character. If they are not the type of person to note little things and make connections then this may not have the desired outcome or effect that you were hoping. However if your players that the type that like to play Cluedo and who will recognise the little Easter eggs along the way then this can be an enriching and powerful moment for them.

Laying the eggs

So now that we have explored it a little bit some suggestions and a scenario to try and get it to stick. If the adventure resolves around an order of knights for one of the main deities in the realm. However their new leader is over zealous and has initiated a purge of those who they deem to be going against the natural order. The party may begin to notice little things. Perhaps the bodies of thieves, murderers or monstrous humanoids are all found with wounds from similar weapons. Or, they are laid to rest in a particular way. On their back, arms folded but bound with red cloth and with a copper piece on top of their lips. This may be something that only priests of the religion would know it if they saw it.

If we get to the point where we want to reveal the Easter egg but the party are yet to put it together we can do some little things. Dropping the deities symbol, a book of their prayers or something like that could help hammer it in there. Particularly if the coins have the symbol on them (upon closer inspection) or if the book has a description of the ritual they found the previous victims in.

What ever the option, hint or Easter egg is it requires two things. The GM/DM to know how to implement it and link small things to larger plots. As well as the Players at the table to be able to pick up what we are putting down.

Thoughts

While not something I implement often, most of my players are new, the times I have done this the party have had that Eureka moment that just increases the wow moment. A key takeaway for me is that if they come up with something else, that isn’t farfetched OR is somehow akin to what I wanted them to realise, I normally give it to them anyway. Changing the plot for party enjoyment, changing the flow or even who the bad guy is, as long as it makes sense, can be even more enriching for the players at the table. And heck, I have fun watching them celebrate the their wins even when it wasn’t the one I had planned for them.


Thanks for visiting and having a look at my musings for this Saturday night. Don’t forget to come back tomorrow for the end of week adventure, our Gibbering heist, and for more tabletop content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Gullible and the Gambler

So here we are at another Tuesday where we are introduced to the gullible and the gambler in more detail. Tonight we meet Simon and Raff, the two protagonists or antagonists depending on how you see them. But the party will learn something very important this week that those who they work for may not always be trustable. So with that in mind let’s grab a coffee, buckle up and roll into the adventure!


The Gullible and the Gambler

314TuTGuATGa

Who do we have with us tonight? I wanted to focus on the who with tonight’s addition to the adventure and we have two very similar NPCs tonight. One on the beginning of their journey and one, I feel, who has been through it all.

Now this week we will have our party approached by one NPC to help them with the other one. Tomorrow night we will reveal who is who so let’s see how we go setting up tonight’s background information for the NPCs.

Simon Herds

Simon Herds- Created in Artbreeder

Born to an average household Simon had to learn the hard way that life doesn’t always go the way we want it to. By the age of nine he had support his ill mother to get the medicine to cure the sickness that claimed his father during the previous winter. However because of his age and upbringing he didn’t have the required skills, strength or stamina that was required for many of the jobs locally. So he did what he had to do in order to get by.

Small games of chance to win enough coin to buy food and put some aside for the medicine. When his luck came good when he was approached by a local businessman. The man learnt about Simons mother and his upbringing and offered to source the medicine. Simon jumped at the prospect and quickly came under their employ to earn enough to get the medicine. However Simons luck ran out when the business man was murdered in broad daylight, the money taken from the shop and Simon left to hide out in a crate of hazardous, defective merchandise that he was getting ready to turn over to the harpers guild.

The turn

But the funny thing with luck is, you always have it, it doesn’t always go in favour but sometimes it does. This is just the luck of the roll. One of the items that was to be turned over to the harpers was a curiosity. It was meant to be a lucky charm of sorts. An item that fed off someone’s fate, someone’s pool of luck and tipped it in the favour towards balance. In the hand of most people it meant that they packed a hooded cloak on a day it would rain. But for those who were already naturally lucky it brought their rampart luck into check.

So when Simon accidently fumbled when he was climbing out of the crate and rolled the lucky charm, his rampart bad luck caused the artefact, a dice, to cause a magical phenomenon. The thugs that had murdered his boss for a few coin appeared in the door way and his boss greeted them.

Quickly thinking he grabbed the knife he used to pry into boxes and crates and rushed into the front room, throwing the blade the exact moment they lashed out at his boss. Now he was a notorious poor shot. But with the lucky charm the thrown, mostly blunt blade connected with the outstretched hand, forcing the weapon the man was preparing to swing to fly from his hand. The thrown dull blade then lodged itself in the mans neck whilst his own weapon spun out of control and killed his partner. An impossibly lucky throw.

Luck ebbs and flows

But the charm was not done yet. To cement the balance of luck both assailants fell into the street where a guard, who knew these two to be assassins for a gang leader, saw them. Not only did the guard award the merchant with the bounty on the men, but Simon’s boss lived.

Joyous with the outcome of the day Simon ran home, medicine in hand. But, luck has a funny way of balancing out. His mother had passed during the time he was working for the merchant.


Raff Tamale

Raff Tamale – Created in Artbreeder

No amount of money, power or material possessions would satisfy Raff. A self made man he runs several businesses within the city. But the normally calm man has a jealous streak that is beyond famous. To make matters worse is his hunger for more. If there is something that he wants, or something someone else has that he wants he will do all within his power to balance out the hand he has been dealt.

Bribing, buying, blackmailing or worse. Nothing is off the table with Raff and he is famous for being a ruthless business man and for getting what he wants. But, he wasn’t always like this. After a difficult upbringing on the streets he owned a general store and eventually married and settled down. But, his wife wasn’t content with the lifestyle that he was able to provide and had an affair with a rival business man. Raff swore that he wouldn’t let someone else take anything of his again and built an empire to prove it.

Thoughts

Tonight is all about perspective and trust. Who the party believe, who is deemed to be gullible and who is a gambler, who will they end up assisting. I think these are things that we can gleam tonight but I also hold a small twist for tomorrow.

I believe that making both the NPCs in an adventure like this relatable or in some way admirable can make decisions that were clear hard for the party. There shouldn’t be someone who is wrong or someone who is right this week. I have made it as such so the party will need to make a call, and only after meeting them both will they find out who is who. I am looking forward to it!



Thanks for joining me tonight. I am liking how the adventure and palm technique is playing out so far. It aligns to how I normally organise and structure my adventures so its just fleshing it out this week. I hope to see you tomorrow night as we expand upon this weeks adventure.

Tomorrow I will introduce the twist, our NPCs engaging with the PCs. So I look forward to you joining me for that. Don’t forget that the eater break is approaching soon. Treat this as a time to sit down, spend time with friends and family and maybe share your tabletop with them. So don’t forget to pencil in some time for you and your tabletop this holiday period. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

To Roll with Fate

Welcome to another Monday where I wanted to use my Adventure in hand approach with this weeks adventure where we start to roll with fate. This week is about dice, but not just any dice, dice where the cost of rolling poorly is more than what its worth. Well for anyone who is not exceedingly lucky that is. So in order to, roll on with it, let’s grab a cup of coffee, sit back and get into tonight’s adventure!


To Roll with Fate

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Magical Dice – Created in nightcafe.studio

What… that is the question on the players lips as they watched what was happening in front of their very eyes. As the pile of coins; silvers copper and golds, piled up in front of the youngster in front of them.

“You want another round? I can’t believe my luck at this. My older brothers showed me how to play once or twice but I never thought that it was this fun!” the youngster, a boy of maybe twelve years old, said with glee.

“No more. I’ve got nothing less to give up. You’re a natural at this my boy!” a large man said with a might grin and laugh. “Unless these other players wish to roll dice against you and loose all their coin I daresay you’ve out played us all!” he said with a chorus of laughter from the men near to him.

The boy grinned broadly, a very innocent smile. “Nah, just beginners luck sir.” he said with a smile as he grab fistfuls of coin and shoved them into a bag. “Here, thanks for teaching me sirs!” he said as he passed out a few silver pieces to all the people at the table, enough for a meal. “I better get home before mother worries!” he said with a skip as he hoisted himself down from the chair and bounced out the door.

“Follow him,” the large man said after the door closed behind the boy, “I want my coin.”

Dishonourable

The boy ran down the alley ways, the men who had followed him from the tavern were catching up and he was now frantically running. “Give us the gold boy. No questions just the gold and you can be free!” one of the goons shouted at him, a dragonborn with large rough scales. The boy ran faster.

As he turned a corner in the unfamiliar part of town he ran into a blocked alleyway. A large mountain of barrels had been stacked here to be unpacked and sorted in the morning. As he looked for way around the sounds of the men got closer and he took a risk. climbing over the barrels was risky but, he was lucky after all.

“There you are boy. Now we can do this the hard way or the easy way. Give us the coin and you can go back home to mother. Don’t and you go back to mother but limping. No one cheats the boss and the boss don’t lose at dice. So that means you cheated!” the other, a half-drow snarled at the boy. The boy didn’t respond and so with a snarl the half-drow jumped forward and grabbed the boy by the ankle. The boy shrieked and kicked out once, suddenly, his foot connecting with the eye of the half-drow.

“Ouch! You little dog. Well let’s say that you don’t even make it back to mother now!” the man roared as he wrenched hard on the boys foot. The boy grabbed onto the barrel with all his might but, he started to slip.

To roll with fate

As his grip faltered and the barrels started to tip his lucky dice fell from his jacket and bounced down the barrels. The boy let go of the barrels, determined to not let the dice finish falling. But as he fell, the man looked shocked as the boy fell on him and the dice clacked down the barrels.

Picking himself up he dove for the dice but it bounced off his finger tip as the man under him pulled him closer “Gotcha!” he snarled with a manic grin. But the dice stopped rolling just as the boy grasped it. With a sound like a bell being struck the dice resonated with power and with a sizzling snap the boy, the boy, the half-drow and half the barrels disappeared in a flash of deafening light and a thunderous Roar. When the dragonborn could see again all that remained was floating barrels and a single silver piece.

Thoughts

Oh boy, magic dice, a lucky lad and a missing henchmen. This adventure has all the things that a good “What” could want. The answer to what is simple. A magical artefact that is possessed by a lucky boy who has disappeared with a large sum of coins that a gang leader believes is his. Tomorrow we will look at the who, the part of the story that will drive the involvement for the party and the adventure.


Thanks for joining me tonight for another start to the adventuring week. This week is about the concept that all you need is an adventure in the hand and you can go just about anywhere. Now the Who, Why, Where and When are coming this week as we lead up to Easter. With the holidays coming up I hope you all have something set aside for your tabletop with friends and family. So don’t forget to set aside some time for tabletop as you come back each day this week. I hope you enjoy what’s in store for this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Eggs of the Gibbering Woods

Tonight and I have created another zine for this weeks heist adventure, The Eggs of the Gibbering Woods. 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, The Eggs of the Gibbering Woods. If you like this format please let me know and I hope you enjoy.


The Eggs of the Gibbering Woods

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The Gibbering Woods – Created in Nightcafe.studio.

The Gibbering Woods lies at the edge of the city of Palis. For years the creatures and people of these lands have been at war for the forest and its bounty. However a recent movement has seen that the people want to see this endless hunt cease. 

The movement for peace and a recognition of the creatures who live in the Gibbering woods being part of what makes the woods what they are. However, this does not sit well for many people who used to profit from the endless cycle of death and conflict.


PDF adventure – The Eggs of the Gibbering Woods



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. As with last week and The Golden Hourglass Heist these adventures contain both a lot of possibilities and also no structured adventure. The driving factor of these adventures is the possibility that the players have full control over what they create – the entire adventure is theirs for the taking.

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