No place like home

Hi all and welcome to the end of week writeup for the final week of Feb (well the third weekend of Feb any way)!

This past week we helped unravel the past for Katya and the townsfolk of the village now called Bracken Hollow. Apologies in advance, with the content from the previous nights it’s a pretty big writeup…

Well without the explaining why I am sticking with the same format lets kick in with the weekend writeup!


Bracken Hollow part 3

207BrHo3

Katya had helped Paul when was passed out in the snow after injuring himself and brought him back to some ruined buildings near her house. On the way however she began to become aware that they were being followed by wolves, making a dash for it she entered the small of the buildings, which turned out to be crypts and she placed Paul upon a slap of stone, much like an altar. Listening to the call, this pull that had helped her locate him she reached out and golden glowing light spread out from her hand and bathed Paul in warm light. His bones snapped into place, his flesh knitted together and his torn skin slowly crept back together leaving only the faintest marks on the skin that told of a lifetime of farm labour.

afraid of what she had just done, being told that magic was against the Blessed ones teaching she fled from the crypt but not before she jammed the door closed so that he would be safe, at least until she came back for answers. As she started to head back towards her home on the hill many glowing eyes came from the flurries of snow and gave chase. Turning she fled up the hill towards the largest building in the cemetary, as she neared the door she swore a faint warm glow could be seen from the building. Opening the door easily she jumped through and slammed the door on the wolves as they neared it.

“Katya! where are you Katya! Open the door and let us in child so we can help you” her aunts voice came from outside the door.

“Quickly before they come, they come to take you away child. Let us help you” called her uncles voice. Fighting back tears she stood up and opened the door a bit to peek out to look for her uncle and aunty, she was greeted by a massive wolfs head as she went to slam the door shut its muzzle got in the way as it tried to pry the door open. Two more smaller heads darted forward and began to pry the door open. The Larger wolfs muzzle began to smoke and sizzle as it pushed through the door and it shrank back with a frustrated growl. The same could not be said for the other wolves and they pushed on forwards with renewed vigour.

as they pushed through the force from the two beasts pushing through the door sent her flying onto her back, reaching out in fear she called out to anyone who would listen and her call was answered. Thick thorny vines erupted from the cracks in the floor and wrapped around the wolves, a third rushed in but the vines attempted to wrap around it, the look of shock and malice, unnatural malice could be seen in the eyes of the third wolf. As the first two wolves shuddered as sickening snapping and gooey fleshy noises could be heard under the vines the third bit through the vine on its let and fled out of the temple Katya was too shocked at what was going on that she didn’t hear the last wolf crying out “Father!” as it left the mausoleum.

After some time the vines retreated and the door to the room closed giving the room a warm and cosy feel. Standing slowly Katya took in her surroundings, her gaze falling on three large caskets, two of which were closed. Behind them and up on the wall Katya looked upon her self, well if it wasn’t her she had a twin and the face of two people who looked very much like her. Their resemblance gave her a warm yet sorrow filled feeling within her and she began to weep.

A few hours later the doors opened, Katya dashed to the corner of the room and shrank down into the corner.

Paul and four other people walked in and gazed upon what she had discovered.

“Oh, that’s Katya” Paul said and like a rock falling from the roof and hitting her head her memories started to flitter back.


Areas and places of note

The Manor on the hill – The final place where Katya and her new champions confront the evil that had enthralled a whole town. The house itself is warping and shifting under the shattering of the spell that was linked to Katya’s grief induced madness. The ‘family’ still inhabit the halls and will do anything they can to get Katya back, even if it means destroying the villagers and starting again from scratch.

The Road – The party have to walk back towards the Manor – but having Katya in tow I would not expect any encounters. IF your party is of level 3 then perhaps roll on the random encounter table from last week (kept below) as the final battle is ‘balanced’ for a level 2 party of 4.

The Graveyard – Where the party meet Katya. The main mausoleum gives a warm safe feeling

People of Bracken Hollow (in this adventure)

Carline Winters (and villagers)

After the spell shattered Carline, Milly and the villagers go to save Katya – They would meet with the party and Katya (see Thursday nights writeup) as they began to see fey creatures dancing at the edge of their torchlight. The fey are here to see the downfall of the family and want nothing more than to just watch. As Katya arrives the villagers offer to take her back to the village and keep her safe while the party deal with the family.

Katya Poleski

Katya is aware of what happened, but not to the full extent. She knows that the people who told her that they were her parents weren’t and that they were her families assistants and servants. She also knows that they kept her from the villagers that her family loved and were loved by in return. She is more than happy to be taken back to the Village and asks the Party to spare the family she had – despite them wronging her she still believes that they can be saved.

Paul Turp

Wanting to repay the kindness that Katya showed him she is devoted to her protection and offers to come fight the family with the party – but Katya persuades him not to. He is still showing fatigue and exhaustion from the previous few hours but his hand isn’t nearly as broken or damaged as it was.

The family – Father, Mother, Aunt and Uncle have forgotten their old names and who they were. Not much more than crazed cannibals they still are blessed by the dark deity they have worshipped for years, the Blessed one – a minor demon who has a particular fetish for devouring the magical prowess and soul of Chauntea priestesses so that the goddess of bounty and the harvest can not give her blessings and people will starve. The family fight as one team, a family if you will, and will do what they can to ensure that they all come out of this alive.

Environment and running the adventure

As the party leave the graveyard they would need to travel along the road which they travelled up on. Katya would give off a warm glow and any religious savvy (DC13 Religion check) would note that Chauntea has blessed Katya quite strongly, that she is radiating the goddesses divine aura soo strongly that the area around them is starting to turn to spring. Flowers would also start to appear as they walk with her and the cold weather starts to dissipate as they move down the road.

As they reach the Manor they find the village is there, lead by an armed and armoured Milly and an angry looking Carline. Carline and Milly rush to Katya and embrace her before calling for the villagers to take her back to the Tavern. As she begins to walk away the house rumbles and a window explodes from the second story – a man is standing there briefly before it vanishes leaving no trace. The party exchange a few words before heading off into the house to either pacify or kill the family.

Once entering roll for random room environmental occurrences (roll on the table below) and decide if the party will find the family together or apart. If they are apart the family will engage briefly before vanishing. The main conflict should be in the library or the master bedroom. Either will be spooky enough.

When its the Families initiative* they work as a team – I would give them all the same initiative but have mother go first followed by Father. If the family members start to go down Father will be visibly enraged and more so if Mother dies first. Same goes for Aunt and Uncle as they work as a pair.

Afterwards the main items of note is the book of Chauntea in the library and a lot of dark lore contained in well kept books in the master bedroom. In the kitchen there is a cupboard that is filled with old belongings – roll on a random loot table (minor magical items are perfectly fine here) but I would have dozens of full sets of travellers clothes, fey sized swords, shields and armour as well as a spell scroll for a 1st level cleric spell (random is my favourite)


Encounter area

1st floor

Entrance hall

As the party enter the entrance a long set of stairs leads up the left hand wall of what appears to be a small hall. As they look around a piece of the stairs railing crumbles and falls to the ground, disappearing into dust before it hits the ground. As the party enter the room they notice to the right through open doors is a large table with serving plates served with steaming hot food. To the left is a hall that looks to have once been used for entertaining guests and visitors. As they look back up the stairs to a small balcony the same piece of railing falls again and once more disintegrates before it touches the floor in a small cloud of dust that disappears as quickly as it formed.

Roll on the below table infrequently (if the party are in the room maybe roll every 2-3 minutes (20-30 rounds).

D6 resultEnvironmental Outcome
1-2The room seems to shift, the wooden flooring that was once strong and pristine rots and and of the party standing on the floor must make a [DC12 dexterity saving throw] or fall partially through the floor, becoming prone and suffering 1d6 damage from the jagged shards of rotting wood.
3+The room remains as it is, the single part of the railing from the stairs leading up will continue its cycle of rotting and falling

Dining

As the party enter the large dining area they are greeted by the smells of great cooked food and a table set for entertaining a great many people. Across from the doorway into the dining room lies a set of double doors and the sounds of sizzling meat, and frantic preparation can be heard within the room.

Roll on the table below each time someone moves to interact with the food.

D6 ResultEnvironmental Outcome
1-2The room remains the same, the food smells great.
3+The food fades out of existence, a think coating of grease and muck cover the table. The party find that the plates and serving platters are instantly gone and replaced with the bones of humanoids scattered across the table in a big heap.

Gathering hall

Opposite the kitchen and just before the stairs leading up the party find themselves in a large festive all. Grand curtains cover the windows and many sets of tables and chairs can be found surrounding a dance floor in the centre of the room. The party swear that they can still even hear the faint strums of a lute or lyre and someone striking a drum to a soft beat.

When the party move more than 10 feet on the dance floor roll on the able.

D6 ResultEnvironmental Outcome
1-2The party member keeps walking, amazed at how spotless the floor is and how there seems to be a faint warmth in the room as if it were filled with eager dancers and mirth.
3+As the party members on the dance floor takes another step they feel a sudden chill and presence as they swear a ghostly shape steps back into them. Looking around they see nothing else and if they had all imagined the same thing. Each person can make a [DC10 Charisma saving throw] or suffer disadvantage on their next ability check.

Kitchen

As the party cross the dining room into the kitchen and open the door the sounds of food preparation are quickly revealed to be an illusion or an echo of a time long since gone. Large cleavers lie embedded in the wooden bench in the centre of the room and a large cold hearth lies opposite them. Large chunks of questionable meat litter the room. [DC12 perception check] As the party get closer to the centre of the room a iridescent pair of wings can e seen discarded on the floor near two doors, one leading to what one would imagine would be the servants quarters and the other to the entrance hall. These wings appear to be from a large insect or perhaps a fey of some kind.

If the party approach the benches where the knives are embedded within the boards roll on the table.

d6 ResultEnvironmental Outcome
1-2The room quickly becomes animated. Gone is the filth, grime and gore and a well maintained cooks kitchen is now presented before them. A great bout of flame gushes fourth from the stove flooding the room with warmth and the smell of baking bread. However those to close may get burned [DC 10 dexterity saving throw] or take 2d4 fire damage, half on a successful save to all within 5ft of the centre of the room. The knives also start swinging down and chopping at vegetables and fine cuts of meat – anyone touching the knives or the centre bench need to make the same saving throw or suffer 1d6 slashing damage.
3+This place sucks.

Servants quarters

Moving onward through the bottom floor they find a small separate dining room and a small hallway that leads to six bedrooms that each look to be rather small, big enough for a bed, a little table and chair as well as a wardrobe for personal affects.

As the party walk down the hall roll on the table below.

D6 resultEnvironmental Outcome
1-2Nothing occurs apart from the occasional creak above them and a small shower of dust.
3+Part of the wall connecting the hallway to the Entrance hall (3-4) or the Gathering hall (5-6) suddenly ruptures outwards showing the party members closest in debris. In the plume of dust that follows they swear they see a figure darting through it at incredible speed moving towards the stairs and the sound of retreating footsteps can be heard.

Stairs way and overlooking balcony

As the party climb up the stairs the wood shifts slightly under their feet, turning solid and polished one moment and then being tired and worn the next. At the top of the stairs a small portion of railing keeps materialising in place before falling over the edge and disintegrating as it falls down towards the floor of the entrance hall.

Opposite them lies many windows overlooking the yards beyond and to their left lies a hall taking then to a bedroom to the left and a library at the end of the hall. To their right another hallway that leads to a larger bedroom at the end of the hall, a smaller room much like a study just before that on the right and what appears to be a bathroom adjoining the study.

As the party approach any windows in the hallway roll on the below table.

D6 ResultEnvironmental Outcome
1-2A sudden image of one of the 4 tall, slender and impossibly gaunt residents (and former servants of Katya and her family) appear behind the party members who are looking into the windows. The image is so lifelike that when it suddenly reaches out and lunches at the party that they feel the hands of the person on them. As soon as the physical touch is made the phantom image disappears.
3+Moving up towards the windows the party members can see that the glass appears to have nail like scratches on the edge of each pane of glass as if someone was desperately trying to claw their way through the glass and outside.

Halls

The halls are 20ft long with doors at 10ft leading back towards the front of the missing boards that form sort holes in the ground. If the party isn’t carefully watching their steps it would be very easy to fall down one of many of the missing planks and to the room below.

Each 5ft step the party make roll on the below table. The every 10 ft the party must make a [DC10 dexterity saving throw or fall in the hole,

D6 ResultEnvironmental Outcome
1-2The sudden sound of rushing feet coming towards them from the nearest room can be heard, [DC12 wisdom saving throw] to recognise it as a phantom noise else the party member makes the saving throw to avoid falling down the missing planks at disadvantage.
3+Nothing spooky, they either roll for falling down a hole or carry on.

Katya’s room

Katya’s room being next to the library and its relatively large, 10ft deep by 20ft wide. This room appears to be untouched by the rapid changes present in the rest of the house and contains of a well maintained room, bed with clean sheet and a wardrobe filled with nice clothes. There appears to have been no expenses spared to keep Katya well maintained and her needs met.

Library

The library is huge, 30ft deep and 20ft wide. There are several ruined tables littering the room with old armchairs which have very little padding left on them. Books, scrolls and pages litter every inch in this room and only the odd one stands out as being somewhat decently kept [DC15 perception check] to notice the only properly maintained and well kept book is a prayer book to Chauntea. On the wall overlooking the front of the house is what used to be a large stained glass window.

When the party examine or look closer at the stained glass window they noticed that the shattered glass across the room is slowly floating through the room toward the window, the grime and dirt from the glass seems to smoke and fade away as the image of a saintly man and large hawk wings stands in the centre of the stained glass window. After a few moments though the wings start to fade in colour and the man becomes gaunt, pale and fangs start to grow from his now sinister smile. As the image now staring back at he party is of a mostly naked, gaunt yet muscular rotting man the window implodes showering the room with its tainted glass, which, slowly, began to reform and re-do the process.

Bathroom

The bathroom contains a tub and a shattered basin the mirror has only a sliver of the actual mirror left and the resto f it can not be found.

If the party look at the mirror a faint waft of steam comes up from the shattered basin, which begins to reform. The shard of the mirror begins to melt and stretch across the rest of the frame before a fully constructed mirror lies in its place. As they look towards the mirror the words appear on it “All praise the blessed one, in his light we find peace and are sated with his love”

Study

The study contains a large desk and a few chairs around it. It appears almost completely untouched. [DC12 arcana or religion check]. The room has been warded against evil, that much is sure. On the wall is another family portrait much like in the crypt where they met Katya but this time the divine energy that can be felt radiating from the painting is formidable. [DC12~14 investigation check] Looking behind the painting they will find a collection of holy relics and a holy symbol of Chauntea that seems to shine faintly.

Master bedroom

The master bedroom is a disaster. The entire room has been smashed to rubble and it appears as though this is where the family members who kept Katya imprisoned here lived and spent most of their time. Four large windows overlook the front yard which are replicated to look out the back yard. clothes seem to be piled in the corner of the room, some of it appears to be salvageable and there is a stench of rot, decay and malice that floats through the air.

Encounter Balancing

Encounter stat-blocks

Random table

Random Encounter table

Result (d20)Encounter
1-9Nothing of significance is encountered – to build tension perhaps a deer or the like stumbles onto the track at the same time the party does
10-14One Giant snowy owl appears just as it swoops down to attack the smallest party member in the group – attempting to fly off with them.
15-17A giant lynx (Crag Cat) appears, it is currently feasting on a stag but looks up at the party daring them to approach it and its meal.
18-19Two wolves appear, one is nursing a hurt leg that upon closer inspection has thorny vines wrapped around it, the wound looks recent and painful.
20Three wolves appear


Well that’s it for the week. If you want to look into the sections in a bit deeper depth then I would suggest looking through the Monday-Friday content for last week, the finale of this months adventure! Next week where I will be looking at the aftermath and the lead up to March’s adventure. 

Don’t forget to come back next week for the continuation of the story and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Inspiration – one word, 30 minute challenge

Hi all and welcome to a, albeit late, weekend post after a rather pleasant night spent eating good food (that our children refuse to eat) and watching movies that we hadn’t gotten around to until today.

Tonight I wanted to touch on my thought process on plot, to be specific how I approach plot and why I think that I have been able to maintain years of adventures (campaign, one shot or hypothetical adventures like what I post on Brazen Wolfe Tabletop) with, to be frank, ease.

For me coming up with these things are easy and seem to get easier the more I work with plots, story hooks and the like. I even challenged my daughter to give me a single word and I would make up a bedtime story for her each week using that one word – which she seemed to enjoy and I must say trying to come up with a adventure or story from a single word can be quite the challenge.

But I want to explore that a bit tonight, I will use https://wordcounter.net/random-word-generator to generate a single word and I will endeavour to create a plot from it, no tomfoolery or deception worthy of a worshipper of the mask, just one click and I will see how far I can go with it and write out my thought process below on how I came up with the plot. I will also try and limit myself to 30 minutes of writing to make sure that I don’t stay up too late tonight.

Rules of the challenge for me

  • Single word randomly generated
  • 30 minute timer
  • Must be a playable adventure
  • Must have at least one driver (Antagonist/protagonist)
  • Must be D&D centric and attempt to be of the fantasy variety.

So let’s crack on with it.


Time started: 11:00pm.

FLING

Fling for me means two things – either a short lived romance or to throw something. Now not being one for going about the easy path let’s go for both.

This gives us a person, probably the person driving the plot for our players – I will say its young man, lets go with a dwarf (bushy eye-brows are a theme for tonight).

Now to make it challenging this young man has flung something related to his short lived romance, so why not make it the same thing so immediately I think of a Ring, a ring can be a symbol of a promise but its too clichรฉ to throw a promise ring or engagement ring so for me this ring is the size of a dinner plate.

Now why would a dinner plate sized ring be the source of a fling and the be flung – well the easiest way is to have it be a “precious” – yes the one and the same as LOTR, but lets make it a portable window that allows the wielder to gaze through a hole in their plane to another place through a matching pair like the magic items “sending stone” allows words to be transmitted these pair of large rings allow the wielders to gaze from one location to another.

So, so far we have a dwarf, a pair of “Sight rings”(name pending) that has created a love interest and the young dwarf flinging the ring away.

We need a cause now – what would a dwarf who has come into the possession of a magical ring that allows the wielders (a pair of rings creating a window – makes sense that either owner of the ring could turn it on – like a video call) drive them to throw it away – perhaps he had cold feet or maybe he saw something he shouldn’t have. Perhaps a bit of both.

So, going down that track – the dwarf’s ring is connected to another – to one belonging to a fey creature who happens to have come across the shiny electrum ring (you know its the real deal when it’s made from electrum) one day when the ring is sitting amongst her hoard of shiny treasures it turns on and a busy eyebrowed young dwarf appears in the middle of it. Startled at first both parties hastily try and sever the connection and in the following days the rings connect again and this time both parties are curious and start to interact with one another.

One thing leads to another and the fey and dwarf exchange names – the dwarf giving his short name “Thani” however the fey, Jessamine Willowhint, gives up her true name and after realising that she had given her true name she began to stress the importance to him. Being a bit bewildered (and not understanding all the communication as there is only so much you can write or communicate through charades) Thanisten Hornbreaker used her true name and formed a magical connection between the two. A few days passed and Jessamine began to become obsessed and possessive of Thani which spooked him.

Not knowing what to do, and not being too long into his beard he flung the ring away, down a well in the city central square, trying to distance himself from the obsessed Fey. However, the rings still remained active and soon dwarves and people in his city began to witness mysterious occurrences that was ruled to be the work of the Fey – and one searching or looking for something around the city’s central square.

Being spooked and not wanting to be found out the young Thani posted a job offering for a body guard to protect him as he had received letters from stalkers, 100% forged by his own hand, who were looking for a family secret that he could not slip into the wrong hands, in this case its a toe-wart cure…

The party would then either work out that the note is a forgery by comparing it to the young dwarves own handwriting, which we would say would be on…. maps – he is a cartographer – or they would run into the Fey who says she is looking for Thani when questioned.

The party have the choice to protect their client and get paid or help the fey find the person she is obsessed with at which point he would have either a vengeful fey creature (I’m picturing winged dryad? Like a tall sprite of pixie?) or one that would express the connection she feels and vows to help him in his endeavours as a cartographer – for me I think the latter is a nicer ending at which point she would grant them one item from her shiny horde each (which she can summon forth through a gem on her bracelet).

Now… that can’t be all – for me there needs to be stages to the adventure, perhaps a escort – he asks the party to escort him to the library to dig up some books on map making – however the only books he is caught (or not) reading are about fey creatures. If probed he lie and say that the books contain maps to the fey wilds and he wanted to doublecheck his own maps, which he would hastily close the book and walk off. The page he was reading would fold and be revealed to be him reading on on breaking a pact with the fey.

And that’s time. 11:30pm


Didn’t quite get through the 30 minutes but from the single random word I think I did ok in 30 minutes.

Let’s reflect on what we have.

  • A city with a central square containing a well, a house/shop and a library. Probably a tavern or job noticeboard where the party could find work.
    • A rumour about a fey like creature causing trouble near the central square in the city.
  • A dwarf name Thanisten ‘Thani’ Hornbreaker, a young cartographer dwarf lad with notable bushy eyebrows
    • Has posted a job request for bodyguards due to fear of being stalked, potentially his families hidden secret technique is at risk (yet its only toe-wart cure..)
    • Has a knack for maps, not a knack for lying and is trying to look into how to undo a pact with the fey
  • A woodland sprite like fey called Jessamine Willowhint who accidently revealed her true name to a dwarf and as he used it on conversation a connection (pact) was drawn between them.
    • Only wants to be with Thani since he used her true name, she would rather be with him than anywhere else and is prone to bursts of temper – despite not being aggressive or dangerous her magical abilities are used to sleep, trick and confuse people.
    • She has a magical bracelet that allows her to access her horde of shiny things of interest from any where
  • A set of enchanted “window rings” that allow people to see what’s on the other side of the ring

What was left to work out

  • Place where Jessa meets/sees Thani
  • Place where Party meet Jessa
  • The situation in which they do so (probably Thani freaking out about a hearing noises outside and asking the party to investigate. Jessa spooks and flies off but the party follow.
  • A name for the city
    • General landscape? are there canals, many roads, bridges, tunnels?
    • What type of city is it? Mercantile, military, one of study and education, religious (what religion)?
    • General population, mixed, primarily humans with some other races, humans are scarce – its a dwarf town and some outsiders are welcome
    • what’s the parties welcome like – any racism towards certain races (Dwarves vs elves, dragonborn are hated due to a war many centuries ago – dwarves love grudges)
  • what other buildings are there? Blacksmiths, tailors, bakeries – useful to jot down a general idea than just saying “what ever you want there is a shop for it” – not having alchemical supplies for example could make it hard for wizards or spell casters to get the required gods they want.

For me, despite stopping for a few minutes to get another coffee, this was a relatively easy process and it seemed to just flow. I tried to stay clear of the typical stereotypes (ring of power, having an affair, forbidden love etc.) and create something that would drive the parties fancy – get them hooked into something new and different.

If you have a word you want to challenge me with leave a comment below – I wouldn’t mind using my “free weekend night” to do this again, feel free to set up reasonable restrictions or conditions (as long as they are achievable of course..) if you do give up a word and I will do my best to complete it in a timeframe. I probably had the framework worked out in my head after about 10 minutes but typing takes its time and the first few paragraphs I tried to type as I thought – or just behind as I thought in this case – so that a glimpse into my thought process could be seen.

Don’t forget to come back tomorrow to see the final conclusion for this weeks adventure and as always, don’t forget to roll with advantage,
The Brazen Wolfe

A frightful encounter

Hi all and welcome to another night here at Brazen Wolfe Tabletop where tonight is FIGHT NIGHT!

A little bit excited tonight to try and bring it home with this weeks final piece for the adventure, the encounter.

So, without giving away too much let’s step into the chaotic halls of Katyas family home.


Cult of the blessed one

207FrCoBo

The setting

The Family can be in any room but I would consider the Library or the large bedroom at the opposite end of the hall. These rooms are large enough for a confrontation and gives the family an advantage in a fight. Needless to say that warping the house to its current state the family is immune to the various environmental effects that occur within the walls and when utilising their legendary abilities and lair actions I would consider the walls and floors as non-existent as they are nearly one with the house by this stage. More on that in a moment.

The tactics

The family fight as one, each knows what they need to do and how to work as a team as they have been living and working together for many years now.

Aunt used her strength to bully those who stand in her way – using her abilities to throw people around or try and push them out windows as a way to control the engagement. Her ability to target one person and gain advantage would be her releasing her pent up rage, energy and fanatical faith in the blessed one to try and tap more into the demonic energy that courses through the family. Despite being kitted out for combat she is extremely defensive and wont stray too far from Father, Mother and especially Uncle as he is the frailest of them all.

Uncle will wait until the time is right to use his legendary action, looking to alter reality to make himself appear faster where the target of the initiative switch becomes that much slower. He will use this ability to try and better position himself away from combat by swapping with someone who is coming up next rather than just the highest person in the initiative order. His ability Spark is to be used as a way of launching an offensive spell after casting a defensive one or to try and provide suppressive fire against multiple targets that are getting too close to his family – particularly Aunt.

Father is the master mind of all – standing back and using his spells (which should have a demonic feel/ description such as green-black flames and the like) to harass the enemy backline. He will heal his family first and foremost but will also stand with Aunt if the front line begins to crumble using the ability to misty step into combat just as readily to step out. His legendary ability giving him the ability to re-heal (small caveat being put here) is intended to be used on damage suffered in that turn or at least most recently – this means that if he wont keep coming back to life but it should be used to make him appear as if he is truly blessed by his dark lord and perhaps bring him back to consciousness once in the fight IF IT MAKES SENSE TO DO SO. I would also rule that if his family is down, Mother, Uncle and Aunt then his legendary ability will also no longer trigger as the lore/theory behind it is his devotion to the Blessed one and his family keeps pushing him through the pain and suffering he encounters.

Mother slipping through shadows with the families lair ability to misty step through walls/floors and her own legendary action to disengage and hide. She would focus on those who can be caught unawares and may even ambush the party when they are exploring the home – utilising the misty step like ability or trying to fear the party from shifting out of her motherly appearance into the gaunt, nightmarish near-demonic appearance that they have warped into.

The stat-blocks (mind the little typos.. only realised AFTER I had finished them all)


Thanks for joining me for another night here at Brazen Wolfe Tabletop and I wish that this encounter gives you something to think about for your own games. Now this is designed to be an very challenging encounter where the party risk at dropping down – but the low AC and low health (relatively speaking) of the family means that victory is achievable if the party have a solid plan, or, work together as a team during the fight – much like the family does.

Don’t forget to come back tomorrow and to set aside some time for your own tabletop this weekend and as always, don’t forget to roll with advantage,
The Brazen Wolfe

What’s the big deal with reality any way?

Welcome to Thursday nights post where we look at maps, rulesets and extras to make our adventure pop out of the page and engage not only our players but ourselves.

Tonight I wanted to look at something that I think could turn a relatively simple enough encounter into something that we would want to use again to spice things up on the table. So let’s crack on.


Warped reality

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Warped reality is really the concept of Hunter and the other worshipers of the blessed having a constant spell over an entire village that reality started to warp around them, the manor now a constant shift between stability and unpredictability. For our purposes this would take form in the rooms shifting between whats in them, their state of disrepair and their contents as the party move through the house and as they, hopefully, fell the foul beings that the once humble servants to an esteemed household have degraded into.

Each room will have different effects and the nature should be random and unpredictable. For the sake of this look below.


1st floor

Entrance hall

As the party enter the entrance a long set of stairs leads up the left hand wall of what appears to be a small hall. As they look around a piece of the stairs railing crumbles and falls to the ground, disappearing into dust before it hits the ground. As the party enter the room they notice to the right through open doors is a large table with serving plates served with steaming hot food. To the left is a hall that looks to have once been used for entertaining guests and visitors. As they look back up the stairs to a small balcony the same piece of railing falls again and once more disintegrates before it touches the floor in a small cloud of dust that disappears as quickly as it formed.

Roll on the below table infrequently (if the party are in the room maybe roll every 2-3 minutes (20-30 rounds).

D6 resultEnvironmental Outcome
1-2The room seems to shift, the wooden flooring that was once strong and pristine rots and and of the party standing on the floor must make a [DC12 dexterity saving throw] or fall partially through the floor, becoming prone and suffering 1d6 damage from the jagged shards of rotting wood.
3+The room remains as it is, the single part of the railing from the stairs leading up will continue its cycle of rotting and falling

Dining

As the party enter the large dining area they are greeted by the smells of great cooked food and a table set for entertaining a great many people. Across from the doorway into the dining room lies a set of double doors and the sounds of sizzling meat, and frantic preparation can be heard within the room.

Roll on the table below each time someone moves to interact with the food.

D6 ResultEnvironmental Outcome
1-2The room remains the same, the food smells great.
3+The food fades out of existence, a think coating of grease and muck cover the table. The party find that the plates and serving platters are instantly gone and replaced with the bones of humanoids scattered across the table in a big heap.

Gathering hall

Opposite the kitchen and just before the stairs leading up the party find themselves in a large festive all. Grand curtains cover the windows and many sets of tables and chairs can be found surrounding a dance floor in the centre of the room. The party swear that they can still even hear the faint strums of a lute or lyre and someone striking a drum to a soft beat.

When the party move more than 10 feet on the dance floor roll on the able.

D6 ResultEnvironmental Outcome
1-2The party member keeps walking, amazed at how spotless the floor is and how there seems to be a faint warmth in the room as if it were filled with eager dancers and mirth.
3+As the party members on the dance floor takes another step they feel a sudden chill and presence as they swear a ghostly shape steps back into them. Looking around they see nothing else and if they had all imagined the same thing. Each person can make a [DC10 Charisma saving throw] or suffer disadvantage on their next ability check.

Kitchen

As the party cross the dining room into the kitchen and open the door the sounds of food preparation are quickly revealed to be an illusion or an echo of a time long since gone. Large cleavers lie embedded in the wooden bench in the centre of the room and a large cold hearth lies opposite them. Large chunks of questionable meat litter the room. [DC12 perception check] As the party get closer to the centre of the room a iridescent pair of wings can e seen discarded on the floor near two doors, one leading to what one would imagine would be the servants quarters and the other to the entrance hall. These wings appear to be from a large insect or perhaps a fey of some kind.

If the party approach the benches where the knives are embedded within the boards roll on the table.

d6 ResultEnvironmental Outcome
1-2The room quickly becomes animated. Gone is the filth, grime and gore and a well maintained cooks kitchen is now presented before them. A great bout of flame gushes fourth from the stove flooding the room with warmth and the smell of baking bread. However those to close may get burned [DC 10 dexterity saving throw] or take 2d4 fire damage, half on a successful save to all within 5ft of the centre of the room. The knives also start swinging down and chopping at vegetables and fine cuts of meat – anyone touching the knives or the centre bench need to make the same saving throw or suffer 1d6 slashing damage.
3+This place sucks.

Servants quarters

Moving onward through the bottom floor they find a small separate dining room and a small hallway that leads to six bedrooms that each look to be rather small, big enough for a bed, a little table and chair as well as a wardrobe for personal affects.

As the party walk down the hall roll on the table below.

D6 resultEnvironmental Outcome
1-2Nothing occurs apart from the occasional creak above them and a small shower of dust.
3+Part of the wall connecting the hallway to the Entrance hall (3-4) or the Gathering hall (5-6) suddenly ruptures outwards showing the party members closest in debris. In the plume of dust that follows they swear they see a figure darting through it at incredible speed moving towards the stairs and the sound of retreating footsteps can be heard.

Stairs way and overlooking balcony

As the party climb up the stairs the wood shifts slightly under their feet, turning solid and polished one moment and then being tired and worn the next. At the top of the stairs a small portion of railing keeps materialising in place before falling over the edge and disintegrating as it falls down towards the floor of the entrance hall.

Opposite them lies many windows overlooking the yards beyond and to their left lies a hall taking then to a bedroom to the left and a library at the end of the hall. To their right another hallway that leads to a larger bedroom at the end of the hall, a smaller room much like a study just before that on the right and what appears to be a bathroom adjoining the study.

As the party approach any windows in the hallway roll on the below table.

D6 ResultEnvironmental Outcome
1-2A sudden image of one of the 4 tall, slender and impossibly gaunt residents (and former servants of Katya and her family) appear behind the party members who are looking into the windows. The image is so lifelike that when it suddenly reaches out and lunches at the party that they feel the hands of the person on them. As soon as the physical touch is made the phantom image disappears.
3+Moving up towards the windows the party members can see that the glass appears to have nail like scratches on the edge of each pane of glass as if someone was desperately trying to claw their way through the glass and outside.

Halls

The halls are 20ft long with doors at 10ft leading back towards the front of the missing boards that form sort holes in the ground. If the party isn’t carefully watching their steps it would be very easy to fall down one of many of the missing planks and to the room below.

Each 5ft step the party make roll on the below table. The every 10 ft the party must make a [DC10 dexterity saving throw or fall in the hole,

D6 ResultEnvironmental Outcome
1-2The sudden sound of rushing feet coming towards them from the nearest room can be heard, [DC12 wisdom saving throw] to recognise it as a phantom noise else the party member makes the saving throw to avoid falling down the missing planks at disadvantage.
3+Nothing spooky, they either roll for falling down a hole or carry on.

Katya’s room

Katya’s room being next to the library and its relatively large, 10ft deep by 20ft wide. This room appears to be untouched by the rapid changes present in the rest of the house and contains of a well maintained room, bed with clean sheet and a wardrobe filled with nice clothes. There appears to have been no expenses spared to keep Katya well maintained and her needs met.

Library

The library is huge, 30ft deep and 20ft wide. There are several ruined tables littering the room with old armchairs which have very little padding left on them. Books, scrolls and pages litter every inch in this room and only the odd one stands out as being somewhat decently kept [DC15 perception check] to notice the only properly maintained and well kept book is a prayer book to Chauntea. On the wall overlooking the front of the house is what used to be a large stained glass window.

When the party examine or look closer at the stained glass window they noticed that the shattered glass across the room is slowly floating through the room toward the window, the grime and dirt from the glass seems to smoke and fade away as the image of a saintly man and large hawk wings stands in the centre of the stained glass window. After a few moments though the wings start to fade in colour and the man becomes gaunt, pale and fangs start to grow from his now sinister smile. As the image now staring back at he party is of a mostly naked, gaunt yet muscular rotting man the window implodes showering the room with its tainted glass, which, slowly, began to reform and re-do the process.

Bathroom

The bathroom contains a tub and a shattered basin the mirror has only a sliver of the actual mirror left and the resto f it can not be found.

If the party look at the mirror a faint waft of steam comes up from the shattered basin, which begins to reform. The shard of the mirror begins to melt and stretch across the rest of the frame before a fully constructed mirror lies in its place. As they look towards the mirror the words appear on it “All praise the blessed one, in his light we find peace and are sated with his love”

Study

The study contains a large desk and a few chairs around it. It appears almost completely untouched. [DC12 arcana or religion check]. The room has been warded against evil, that much is sure. On the wall is another family portrait much like in the crypt where they met Katya but this time the divine energy that can be felt radiating from the painting is formidable. [DC12~14 investigation check] Looking behind the painting they will find a collection of holy relics and a holy symbol of Chauntea that seems to shine faintly.

Master bedroom

The master bedroom is a disaster. The entire room has been smashed to rubble and it appears as though this is where the family members who kept Katya imprisoned here lived and spent most of their time. Four large windows overlook the front yard which are replicated to look out the back yard. clothes seem to be piled in the corner of the room, some of it appears to be salvageable and there is a stench of rot, decay and malice that floats through the air.


Well, hopefully that paints an okay picture for tomorrow nights content and then the weekends!

Thanks for joining me tonight, I had a lot of fun writing up what we could do for a house that was shifting erratically as the magic that controlled its form for soo many years was leaving it. I only had a limited number of options available for each room to keep it simple, not all are created equal but this is just an option to what could be a theme for an encounter. Greater variety with more significant effects could lead to a more rewarding and enriched game.

Don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Through the storm

Hi all and welcome to the end of week writeup!

This past week we were sent to find the missing brother of Colin Turp, Paul. Paul had taken a job from “Father” and with the promise of enough gold to feed them for months he darted off without a second thought for the volatile weather in the region.

I will follow the same format as last weeks writeup as my mind on the weekend needs structure. Soo let me know if you look like the format, or hate it and let’s roll on with the nights write-up.


Bracken Hollow part 2

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Upon reaching the town after investigating the woods for the cause in the bad weather, and encountering a half-ogre and his pet bear amongst other beasties, the party are greeted by a worried Carline.

She explains that she had just come from the Broken Tankard, Colin had come back from the north after a failed attempt to find his brother who became lost in the storm. Carline explains that he had been attacked by some wild animal, silent in the storm as it had hit him from behind.by luck it had latched onto his fur cloak and taken off with it instead of him. If the party notice that Colin in the tankard and see the wound it looks remarkably similar to the giant owl talons that they had encountered to the east.

Colin goes to get out of bed and almost passes out. He mumbles that he must find his brother, that he cant be trusted alone with the family on the hill, no one can. He begs the party to find his brother and bring him back. If they are too late and he is indeed dead he asks them a grisly favour, to bring back his body so it’s not left near the house.

The storm appears to be quieting down again but it’s still looks like it will begin to build once more. The snow and winds are extreme but manageable. On the way they may get lost (see below table) but regardless if they do as they pass the first check they run into troubles on their way to find Paul.

Paul was working on the fence between the McFasters and the family on-top of the hills property, the promise of more gold than he could make in a few seasons of farming outshining the risk of working alone in bad weather near the manor. Exhaustion and fatigue causes him to miss with hid hammer, shattering his left hand. As the weather worsened he blacked out from blood loss and the cold awakening to find himself miraculously healed but sealed in a crypt somewhere. As he tried to escape large powerful wolves attacked driving him back to the safety of the cold stone.


Areas and places of note

The Broken Tavern – The three dwarven owners, Milly, Billy and Ned offer hot food and drink before they leave for free as a favour for helping Colin, they also offer warm cloaks and supplies just in case.

The Road – A long thin road that snakes its way up north towards the manor on the hill. It passes along a fence line that separates the McFasters from the manors land. Scattered tools, blood and a tangled mess of footprints and drag marks litter the snow where the party find the site where the accident happened

The Graveyard – following the drag marks and many sets footprints the party find the graveyard to the east of the manor. A stream cuts the road in half and the trail seems to cut through the frozen stream instead of the bridge. Several tombstones can be seen when it’s not snowing with two buildings that look to be in decent repair.

People of Bracken Hollow (in this adventure)

Carline Winters

Despite her quick to flair dislike and crash tongue when around Father she genuinely appears to want to help Paul. Once the party have spoken to Colin she will approach the party to also ask them to help find Paul. She will offer them a tidy (50gp and a bag of gems worth 300gp) sum of coins and gems if they agree to help.

Colin Turp

Colin’s wounds are not life threatening but they do prevent him from searching for his brother.

Paul Turp

Because of how much Paul wants to impress and be like his big brother he drives himself too hard and doesn’t always think straight. In this case it cost him a broken hand. Or did it.

Environment and running the adventure

As the party leave colin, the dwarves offer them assistance. Warm food and drink with thick fur coats. If they take up this offer they will be protected from the extreme cold until the following morning, as long as they don’t get lost in the blizzard.

The weather will be lightly snowing but not a full blown blizzard until they find the site where Paul injured himself. Once there and the wind picks up roll on the random “lost” table and resolve effects.

Keep rolling decreasing the lower end of the success variable by 1 each time they fail until they succeed. Success wil trigger a wild wolf encounter (encounter 1) and the party will see a trail or blood amongst the drag marks towards a shadowy set of buildings on top of a short hill, the graveyard.

The party will notice a old wooden bridge over a frozen river, the drag marks (DC14 survival check or DC16 perception) will go over the river, not the bridge. If the party go over the bridge the first person will have a DC 12 dex saving throw or the wood will break and the character will suffer 2d6 damage from falling through the bridge, no damage on a success.

If they cross the frozen river its 10ft wide and is a thin ice and frigid water hazard. Play it as such.

Once the party are at the grave yard the drag marks are harder to see as the snow is thicker and there is a bunch of wolf paw prints around (DC12 survival to notice wolf paw prints, DC14 to follow drag marks). The drag marks go to a smaller building to the south west of the graveyard while a more frantic set of human footprints run towards the larger building to the north. The door is wedged closed, if they call out then Paul will open promptly and let them in before a grave wolf and three wolves appear suddenly as of waiting for the party to open the door. If they dont call out and try to break down the door its DC14 strength check however as they attempt or once the Wolves will rush to engage.

On the way out of the woods they are ambushed by giant snow owls (see stat blocks below) as the wind begins to pickup (blizzard begins). After the fight they travel for a few hours – the blizzard making it rough to move through and as the wind dies down (still extremely cold but no snow) they see a half-ogre and brown bear (If they didn’t encounter them in the cave that is) has followed them and then they are in combat.

Once the Wolves are dealt with the party will head towards the larger building finding it closed but not barred or locked. Upon entering two dead wolves are on the ground, vines having strangled them and bound them to the floor. Inside a large portrait of three raven haired people, two are standing proudly behind a young woman. A moment later a voice speaks from the corner of the room “I don’t know what this is…who are those people and why do I look like her”. Katya appears and she is the splitting image of the young woman in the portrait. There are three caskets in the room, two with lid on, one empty. The words underneath say “Kristoff Poleski” ,”Jessica Poleski”, and (you guessed it) “Katya Poleski”.


Encounter map

Encounter Balancing

Encounter stat-blocks



Random table

Lost in the blizzard.

Resulteffect
1Party end up going in a loop for half an hour – roll for an exposure check (as per extreme cold) and roll for random encounter.
2Party go a little off track, roll for an random encounter (d20)
3-4The party find tracks which leads them further north (+1 to next roll, roll on random encounter table)
5+Party follow the trail of bloodspots and through the snow and wind they can see a few buildings on top of the hill. As they take a few more steps forward so do the beasts that have find their prey amongst the storm (Wolf encounter)

Random Encounter table

Result (d20)Encounter
1-9Nothing of significance is encountered – to build tension perhaps a deer or the like stumbles onto the track at the same time the party does
10-14One Giant snowy owl appears just as it swoops down to attack the smallest party member in the group – attempting to fly off with them.
15-17A giant lynx (Crag Cat) appears, it is currently feasting on a stag but looks up at the party daring them to approach it and its meal.
18-19Two wolves appear, one is nursing a hurt leg that upon closer inspection has thorny vines wrapped around it, the wound looks recent and painful.
20Three wolves appear

Well that’s it for the week. If you want to look into the sections in a bit deeper depth then I would suggest looking through the Monday-Friday content for last week where the topics above were explored in a bit more depth.

Don’t forget to come back next week for the continuation of the story and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Silent as the grave

Welcome to Friday (also known as fight night) what we look the encounter for the week whether it is combat, puzzle or a social encounter.

This week we fins ourselves in a snow covered graveyard, or on the road to such a place, where the party are ambushed by a group of creatures led by something hopefully the players will remember, perhaps not fondly though.


Howls amongst the gravestones

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Walking towards where Paul was thought to be working the party could find signs that he was there and in the fresh snow they may also find footprints indicating that he was dragged from where he fell.

There would also be paw prints following from where he was injured and dragged. A total of 6 sets of smaller prints and then a larger set of prints. A dc13 survival check would identify the smaller prints as wolves and a dc15 check (same check different info based on what the character rolled) would identify the prints as a dire wolf, but something was wrong with it as if it wasn’t well.

The dire wolf is actually a Grave Wolf, a creature that spent too long feasting on creatures and bodies imbued with necrotic energy that it warped its physiology and started to affect its body.

For this encounter I would assume a Party of 4 level 2 or higher players and we are looking for that tipping point of “hard but not deadly” for this kobold fight club was used, I can’t not use this tool, and we have the below result.

The stat blocks are as follows. On the way there the party would encounter three wolves that try and ambush the party on the road.

Then at the graveyard we would have three more wolves and a grave wolf, if the grave wolf doesn’t feel right kr natch your theme a dire wold would be a fine replacement.

The wolves would wait until the party reach Paul before springing their attack, waiting amongst the graves and tombstones (stealth check) before dashing out to ambush when they are distracted by Paul.


Thats what we have for tonight to wrap up this weeks content. Come back this weekend to see the finishing touches on the adventure and how it ties in with what we know already.

Don’t forget to let me know what you think about the creatures and if you use the grave wolf in your own adventure. And, as always, don’t forget to roll with advantage,

The Brazen Wolfe

The town amongst the snow

Hi all and welcome to the end of week writeup!

This past week we investigated the request of the priestess from Daye and the party was requested to go seek out a powerful priestess in a small village about two days north called Bracken Hollow. This is the end of week summary and writeup of what

I will also try to group the content like many other simple d&d adventures out there – so if you like how its formatted let me know!


Bracken Hollow part 1

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The high priestess of Chauntea in Daye, Sister Lizbet, impressed with the party and what they had accomplished, rumoured to or not, requested that they go to Bracken Hollow, a town a few days travel to the north east of Daye in Amn and to search for another priestess of Chauntea who was rumoured to be more powerful than she and to bring her to Daye. During the travels into Bracken Hollow the party met with a few travellers who warned them of Bracken Hollow and its general dislike to strangers – particularly from the family who lived in an old manor atop a hill towards the north of the village, and warned the party to not outstay their welcome how ever long it is.

Walking upwards into the sleepy village of Daye the party are greeted by farmsteads overlooking paddocks filled with crops or beasts, two the north east as dense forest could be seen in the distance as the road crept steadily upwards.

Entering the town there was very little. A small stable with may hitching posts lay at the centre of the village, a large water trough and nearby well the only visible water source for horses and people alike. To the left (west of the stable) lay a tavern, The Broken Tankard, which in the dwindling light provided by the setting sun looked like the only place of warmth and hospitality. To the north, about mile away on a hill was a pinpoint of light and smoke amongst a sea of tall, slender pines who had shed their needles already – unusual for the season.


Areas and places of note

The Stables – A small set of covered areas in the centre of the town. Big enough to house about eight horses if some are hitched just outside of the small roof that provides cover from the elements. There is no stable boy but there is clean fresh water at least if sans-food for the beasts that would be spending the night there.

The Broken Tavern – A brightly lit two room, double storied building that boasts three rooms for rent, two singles and a double room. The meals are hearty and of the land but cost a bit more than what the party is used to ranging from 1 silver for basics to 10 silver for something that is likely to fill you up for half a day or more. Despite the price the quality cant be doubted and the three dwarven owners, Milly, Billy and Ned are ferociously proud of the food and drink they serve in their tavern.

People of the Broken Tankard

Carline Winters

A bard for the Broken Tankard she takes her artform very seriously and is well liked in the village. Despite her generally pleasant nature and mood she has a special kind of dislike for the man who calls himself “Father” who lives in the manor upon the hill. Carline boasts not three or even four but half a dozen songs and ballads that make fun of the man and even call him a monster that preys on the villagers. She is the only person to have reportedly seen “Father” angry after a particularly vulgar sonnet she sang about him and his wife. She wasn’t seen for a few weeks after that incident but returned to sing for the Tavern but that sonnet was never heard of again.

Colin Turp

Colin is well liked in the village and is the only full time farmer who spends more time on other peoples farms and property than his own. He is friendly, welcoming and knows how to calm a situation down without it getting out of hand. The biggest concern for Colin is his younger brother, Paul, who gets himself into trouble more times than not and is much to trusting of people.

Paul Turp

Paul idolises his older brother Colin and when he isnt looking after the family farm, which his now deceased parents gave to him and his big brother, he is chasing after his brother Colin trying to help with what ever job his brother has agreed to do. Paul tries to help his brother out by looking for work and taking almost any job offered, which has landed them both in hot water before when they accepted a job near the manor on top of the hill, mending a fence that the man who goes by “Father” believed was encroaching upon his property. Only by Colin’s quick wits and diplomacy were they able to avoid something that the villagers had only whispered about behind closed doors.

“Father”

Father’s actual name is, apparently, Greg but he insists everyone calls him father. Always present with an intense smile on his face that would make a Devil shy away he is almost too friendly to everyone he meets as he pries about their reasons for being in ‘his village’. He lives with his Wife, “Mother”, and daughter, Katya, in the mansion at the top of the hill to the north of Bracken Hollow.

The Bracken Hollow woods – rumoured to be the gathering place for fey and other creatures from the fey wild the Bracken Hollow woods are relatively small in size but deep with a few cave systems within its twisted roots and sudden drops. Those who adventure within will need to be on their toes as its not just the environment within that could kill a man.

Environment and running the adventure

As the party enter the village an unusual cold change in weather has swept through the village, many blame the fey that reportedly live in the forest to the East but there is growing whispers, hushed or otherwise, that the family who live on top of the hill are responsible.

This cold snap brings about changes in the weather conditions. When the party arrive it is cold, but not extremely so and they are offered a change of clothes (for 5 gold pieces each) if they are wearing clothes not suited to the cold climates. The following morning you should determine the weather affect in place (d6 roll on the below random table) and for each 1d4+3 hours after that roll the dice again. On a 3-6 the weather gets worse and on a 1 or 2 the weather lessens.

The party should attend the Tavern, the only place to stay for the night. Upon entering the tavern they are treated poorly by the villagers within, looked upon as if they were bandits until Milly, the Matron of the tavern comes and pretends to rough them up a bit. Afterwards the villagers get back to their jovial nature. The party find themselves at a large table with Colin and Paul when the doors open again and this time a crazed man walks in. The music from Carline changes from a merry jig to something that is brash, abrasive and seems to openly mock the newcomer who asks Milly for a bottle of wine to go. The man then seems very interested in the party and tries to pry all information from them about their reasons for visiting Bracken Hollow. Paul steps in and fumbles, revealing what the party has told them that they are here for but Colin tries to cover for his brother and the party explaining that they are heading through the town and staying for a night or two. After the man leaves with his wine the party hear about the strange weather patterns that are happening and the two reason that they believe its occurring. The strange man called “Father” and his family or the fey in the woods are upset about something and have turned spiteful.

If the party go into the woods then the weather should be snowing (stage 5). They find a cave after some while which looks like it was lived in recently, there are some dead strange looking deer within that have a fey-like quality. The weather begins to get worse. If the party stay in the cave they find themselves unwelcome visitors to an half-ogre and his pet brown bear (stats below).

On the way out of the woods they are ambushed by giant snow owls (see stat blocks below) as the wind begins to pickup (blizzard begins). After the fight they travel for a few hours – the blizzard making it rough to move through and as the wind dies down (still extremely cold but no snow) they see a half-ogre and brown bear (If they didn’t encounter them in the cave that is) has followed them and then they are in combat.

After getting back to the village they find that Paul has gone missing when going to help “Father” with a problem with his fences.

Encounter stat-blocks


Random table

Weather table.

ResultWeather affect
1Cold but not extremely so
1-2It’s begun to rain hard and its still cold, but nothing an additional coat can’t fix.
3-4It’s now dropped in temperature dangerously, its extremely cold and still raining.
5It’s now snowing and extremely cold.
6Blizzard (Extreme wind, snow and cold)

Well that’s it for the week. If you want to look into the sections in a bit deeper depth then I would suggest looking through the Monday-Friday content for last week where the topics above were explored in a bit more depth.

Don’t forget if you like this format let me know, I am still trying to work out what works best being both functional and aesthetically pleasing and if you like the content and use it I would love to hear how it goes!

Don’t forget to come back next week for the continuation of the story and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Exhaustion

Welcome to the random day of the weekend where I reflect, expand or digress on the content of the week. Now I touched on it Thursday and the encounter from last night would have had it occur, exhaustion.

Now it’s generally an uncommon status in many games that I have watched, listened to or ran and there is many reasons and excuses for it but exhaustion doesn’t have to be the forgotten step child of status conditions.

Firstly its gradual, its not a disease where you are instantly crippled but it builds over time without adequate rest. As a full time worker, dad and husband I understand how this feels, many of us would.

The effects in summary are:

  • Stage 1 Disadvantageย on ability checks,
  • Stage 2 Speedย halved,
  • Stage 3 Disadvantageย on attack rolls andย saving throws,
  • Stage 4 HP maximum reduced to half,
  • Stage 5 speedย reduced to 0,
  • Stage 6 death.

Now stage 3+ is what generally scares players as it affects their combat prowess the most but stage 1 shouldn’t be uncommon. That rough night sleep on your kids floor, yup. Stage 1 exhaustion. Trying to work or function after one or two bad nights gets miserable. Those penalty to ability checks is big. No more diplomacy for you, you unfortunately said the wrong elven phrase and insulted the princess because you were so tired. Feeling sluggish after a hard week of work maybe thats stage 2. Feeling tired to the point of lethargy and it impacting how you move about isn’t just infuriating to you and comical to others it also means you now cant out halflings.. their little legs can now outpace you.

The next few additions or stages of exhaustion are pretty self explanatory but using them to add a element of danger or a challenge to an otherwise mundane adventure or session can give the players a change from mundane combat to something that is truly life threatening to their characters.

Its not just weather, lack of rest and certain activities such as barbarian rage or sleeping in your plate mail can exhaust your characters. Thinking of ways to normalise exhaustion could be the next step in adding that extra something to tour game table.

Well that’s it for tonight, a few thoughts as I look over the weeks content and plan for next week. Don’t forget to come back tomorrow for the end of week writeup and as always, don’t forget to roll with advantage,

The Brazen Wolfe

Weather in Bracken Hollow

Hello all and welcome to another night of content here at Brazen Wolfe Tabletop. Thursday is the night for additional content, extras and things that make the adventure just that little bit better.

Tonight I want to delve a bit deeper into something touched upon last night, the weather at Bracken Hollow and they are going through a bit of a cold snap at the moment. So lets have a look at the rules and guides around weather and then see how it applies to the adventure!


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So the Dungeon master guide covers a few different weather conditions including extreme cold (fitting), extreme heat, strong winds and heavy precipitation.

Extreme cold requires the creature to roll a constitution saving throw (DC10) every hour they are exposed to it and if they fail they gain a level of exhaustion. However deadly this may be it can be mitigated by wearing suitable gear or having an innate ability to withstand and live in that environment (such as those accustomed to living at that temperature). Thick boots, a coat, thick shoes, a hat, scarf etc. all can prevent the affects of extreme cold as well as having cold resistance will prevent the exhaustion that those not prepared will experience.

Extreme heat requires the creature to go through their limited resources more often, water in this case, or be required to make, you guessed it, a constitution saving throw (DC5 +1 DC per hour spend out in the heat) or become gain 1 level of exhaustion after an hour of not drinking. Naturally creatures that have fire resistance can take the heat and those creatures who are acclimatised to the area will find it a walk in the part, not a walk in the desert. Wearing medium armour or heavy clothes or armour will make the creature take this saving throw at a disadvantage.

Extreme wind will impose disadvantage on ranged weapon attack rolls and Wisdom saving throws that require the creature to hear what is around them. Creatures that fly non-magically will have to land (they cant fly), gases and fog clouds will be dispersed and exposed flames and fires will be extinguished.

Extreme precipitation will hamper the vision of creatures making the area lightly obscured (disadvantage on perception checks that use sight) and heavy rain (as opposed to just snow) will also extinguish open flame and impose disadvantage on hearing checks. Ah the sound of rain on colour bond or tin roofs.

Extreme cold, wind and precipitation will be useful in this weeks adventure and I would roll for a shift in the weather every d4+3 hours, the reason why will be revealed next week, where 1 is cold but not extremely so, 2-3 is cold and rainy, 4 is rainy and extremely cold, 5 is extremely cold with snow and finally 6 is a blizzard (Extreme wind, cold and snow).

Hazards may also form under the right consequence and a selection of a few is what I would suggest at some points, to be expanded upon this weekend mind you.

Thin ice, Frigid water and slippery ice.

If the party were to find themselves crossing a lake, river or damn then all three would take affect.

Thin ice means that the ice has a weight limit per 10 ft square of 180lb (3d10*10lbs) and whenever the weight limit for an area of thin ice is met, the ice in that area breaks and all creatures on broken ice fall through. I would rule this as an immediate suffering from frigid water unless! they have resistance to cold.

Frigid water is the same as extreme cold but the creature wont have to make the saving throw until a number of minutes equal to their constitution score. Personally I would also add on disadvantage for any future extreme cold checks until they can dry themselves as it makes logical sense.

The last is slippery ice, nice, simple and comical. The creature who finds themselves on slippery ice must make a DC10 dexterity (acrobatics) check or fall prone.

All of these hazards and weather conditions will have an affect on how the party address the game. Would they spend gold on purchasing thicker clothing or gear or would they try and rough it out?


Thanks for joining me tonight for this small writeup. This weekend, and well tomorrow, I hope to expand upon these a bit more and really flesh out what it means to be caught in a small village during a snow storm looking for a deity favoured maiden.

Don’t forget to come back tomorrow for more content and as always! Don’t forget to roll with advantage,
The Brazen Wolfe

A Legacy of Hunger

Tonight we begin our 11 month long campaign with the party entering the seaside town of Daye. This month we investigated a legacy of hunger and the darkness that trade can bring into a family.

As with usual Pages 1, 2 and 3 are content pages, the description, flow, random tables, etc. and such that you’ve previously seen.
Page 4 contains all NPCs and portraits to help the DM describe them and a bit about them to help play them out.
Page 5 will be stat blocks and map(s) – all that D&D encounter goodness that you want.

Now I will assume you have read the entire post which has had some bits modified over the months content. Now including the original content, and some bits added this is a smaller than normal length, only just making 8052! words long. I really do appreciate the time you take to read through these end of month adventures.

All Maps were made in Inkarnate using their Pro license, Art was created in Artbreeder and the statblocks were created in Tetra-cube AND the balancing of encounters is a mixture of experience and the guides found at Kobold Fight Club.

Don’t forget to come back next week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe


Part 1 – Crimson flags on a pale shore. 201MoCrFl

As the rising sun touches the sails over the docks a shimmering sea of red greets those who rise with the sun. Long masts on beautiful ships sail into port with strange and terrifying creatures carved into the richly coloured wood.

The people seemed to flow across the decks as they tended to great rippling red sails, silken rope and barrels of good. Yet only the captain of a ship had their face not covered by a white mask. As they dock great planks were lowered to the piers below and crates, barrels and cages were taken off the shift and lowered to the docks as the masked sailors moved surefooted across the wooden planks to take their cargo into warehouses and storage.

As the people move across the streets their presence, odd mannerisms and appearance start to cause a commotion across the port town of Daye and soon enough word travels of the animals, items, goods and strange foods that the new ship has brought in. The people are welcoming of the excitement and the traders are accommodating despite never removing their masks or gloves.

After a few days reports of strange occurrences of things being moved in houses and shops as well as shadows drifting over roofs and walls. As more of these sightings occurred the people started look for something or someone to blame and curfews were places upon the masked traders to both protect them and rarely their movements through the night.


201TuKyHa & 201TuHu

Kyoko sighed as she looked across the table as the two men from the Daye city watch left her cabin through the ornamentally carved door. She had anticipated some resistance at first but being openly welcomed then having the proverbial doors slammed in her face was not expected.

โ€œwhat do we do captain?โ€ Hurane asked, his masked face distorting his normally smooth voice. โ€œWe came here to trade and establish new trade routes for the betterment of our people. If we canโ€™t do that then we must find somewhere else.โ€ He said with genuine concern.

Pressing her index fingers to her temples she pondered her next action. The city guard had come just after noon and placed restrictions and curfews on her people leaving the ships within an hour of dusk and dawn which is when many people are out and about on the streets wanting to experience new sights and delights. The curfew would not just make it hard to do business it would nearly make them staying here impossible. Looking over the papers that were left here, reports of sightings of figures in the night and items being moved or disappeared it sounded like the guards were accusing one of her people of being the culprit.

โ€œfind out what you can from our troupe. If we are responsible we will deal with it and clear our name. If we canโ€™t handle this we will be left with no choice but to leave and I don’t think we can afford another endeavour like this againโ€ Kyoko said looking through the papers again. Hurane saluted to her and went to leave the cabin to begin his questioning. โ€œAnd Hurane, if no one talks, letโ€™s get the Lotus involved, we canโ€™t fail here.โ€

As Hurane left Kyoko sat back on her chair and had a look over the occurrences. It wasnโ€™t just reports of a thief, it looked to be searching for something specific based on the reports. Maybe it wasnโ€™t a person but a thing. She looked at the book her father had left her that contained stories of warriors from this continent that visited her home land years ago. Warriors that defied the Oni and fought against the spirits in the swamp to free entire villages. Perhaps she could find such warriors in their home land, maybe a party of adventurers is what she needs.


201WeDaMiFa

Dark tendrils of mist crawled down the wall as the lantern light left the room and ascended the stairs of the two story house. As the tendrils touched the floor it rose to take the shape of a hunched humanoid. Glowing pits for eyes snapped up on a neck that twitched and  shook erratically as it watched the last of the light disappear up stairs.

Skitter-slinking across the floor it moved through the room picking up items, raising them to its face where it inhales their smell in deeply before putting them back not quite in the same space. The mist that clung to its form obscured its face and most of its details but it seemed unhindered by the dark cloak that clung to it.

As it picked up a trinket from a mantle place it inhaled deeply causing wafts of blue light to float from it. The creatures body shook uncontrollably in what could only be described as ecstasyย  as the blue energy touched its face. Cupping the anchor medallion in both hands it inhaled deeply and grain by grain the talisman disintegrated in a trail of blue light and disappeared into the mouth of the creature.

โ€œwhat in bloomin heck!โ€ A loud voice said as the click of flint and tinder sounded from the stairs. As the spark of flame moved towards the lantern the creature whirled around and spotted the interloper. Jumping to the wall of the house it skittered up the wall at freakish speed. The sound of a man shrieking, a dropping lantern and shattering glass was the only sound as the creature climbed into the shadows of the the room. Slowly as it stared down at the man with its glowing pits for eyes it could smell the fear from the human as it stared at its eyes. Slowly its body turned to the same dark mist that surrounded its body and it drifted through the wall, two faint embers of its eyes the last thing to disappear.


201ThSeBr

Kyoko watched as the hawk soared above the boat and and head out towards the city, she wondered what it would be like to be born with the gift of flight. Sighing she turned away and strolled down the plank to go check on the stalls where her peoples wares were being sold, regrettably a lot slower now that they had restrictions put upon them, she only could hope that the creature, or person that was the source of their restrictions.

Hurane walked up to her, clasping his forearms behind his back as he looked over ships and the people discussing price on food, craft and other items. โ€œThe morning Lotus has bloomed. If one of ours is responsible they will find outโ€ he said leaning closer to her to ensure that the message was hard to intercept. The masks her people wore helped to also protect the words Hurane spoke to her. But also protect their identities, the people of this city were not ready yet to see who they were behind the masks.

โ€œI noticed. Let us hope they can find what is causing the distress of the good people of Daye and we can begin to rebuild the relationship needed to establish this trade route. โ€œHave you any leads yet?โ€ Kyoko asked as she looked towards the masked man she had grown up with.

โ€œSadly no Kyoko, we donโ€™t have a lead. Every trader, sailor and officer has been questioned and they all swear their loyalty and deny any involvement in the disturbance. Apologies Kyokoโ€ Hurane spoke with a tinge of regret in his voice.

โ€œWell letโ€™s hope the lotus blooms and we find whatโ€™s causing our griefโ€

The wind filled the wings of the bird as it flew high in the sky its keen eyesight gazing down upon the blue waters, the red railed ships and the thatch covered houses that covered the ground like a maze. The houses were built as needed without much foresight into where the next would be built. This evidently caused the alleys and pathways between houses to be erratic and suddenly end, a maze of mudbrick walls and thatch covered roofs. Very different from where she is from.

Noticing something different from the sea of thatch, mudbrick and rough stone street she flew down in broad circles looking around her as he descended for any signs of danger. Seeing no danger she landed on the roof and picked up the object that was shining on the roof and held it in one claw so she could look at it closer. It appeared to be a medallion or talisman made from metal, or so what was left of it gave that appearance. Noticing the faint taint of magic from it and the way that it was damaged concerned her, in her experience magic items were very difficult to break and finding one damaged as such concerned her. Deciding that it was worth notifying Kyoko she flew off with the hook shaped metal trinket.


Environment and running the adventure

As the party enter the city they are greeted by the salty and fishy smelling docks that flank the single road into the town. The houses are made from sandstone and wooden roofs with thatching to weatherproof them or mud brick and a rough patchwork of straw for their thatching. The roads are erratically built and designed with no uniform height, width or length between one house, the next and ab dead end at the ends of the street. Only by following the crowd so they make it to where the street vendors and trade ships sell their wares.

The party would notice that a large number of elegantly dressed people wearing masks walk the streets and man stalls in front of large red sailed ships that are moored at the docks. Some city guard appear to be arguing with one such man who complies with their demands until they got to remove his mask. The man pleads loudly and sobs for the guard to not do so.

If the party step forward the guard would question their motives aggressively but a friendly unmasked woman quickly approaches and helps the masked person back to their feet and stall. She introduces herself as Kyoko Harimasu, the captain of the red fleet and she thanks then for stepping in explaining that her people wear masks based oaths they took before they survived in this land. She mentions the hungry gull is likely the best and most affordable tavern-come-inn around.

If the party doesnโ€™t help the masked man Kyoko will intervene and then loudly introduce herself to passer-by

That night regardless of where the party stay they may (DC12 perception check or passive perception) to notice some one watching them closely from outside. If they investigate they find someone quickly disappearing into the roof and darting up into the roof. If they choose to chase then use the chase rules from Fridays encounter.

Encounter โ€“ The Chase

I want to entertain the feature of the dungeon master guide again, the chase.

When the chase begins you establish a few things. The distance between the pursued (quarry) and the pursuers, the position of them and the lead pursuer and any immediate hazards or obstacles

The lead pursuer is who ever is closest and may change per round depending on who is closest.

The position will be important for this adventure as we will have vertical distance as well as horizontal distance which affects sight amongst other things.

The actual encounter is simply the discovery of a suspicious person on a roof, a chase and then either questioning them or trying to work out who they were based on some queues given during the chase.

If the chase continues on the rooftops then a dexterity check(dc10) would need to be made per movement action taken, dash or otherwise, if failed then the roof collapses and the creature has their leg stuck (prone) until they can pull themselves free (dc10 strengths check).

Guards will be alerted if the party or their quarry is loud. They may try and intercept the party on the roof of they are discovered. On the roads the party will be encountered with intersections where every round roll a dice.

On a 1 there is an intersection where the path to the left is a dead end after 15 ft and the right continues 15ft to the right then turns forward again (left turn to head in the same direction of their quarry) 2-3 the path continues forward with no blockage and on a 4 the path to the right is blocked after 15ft but the left path is unblocks and after 15 ft the path turns right to follow the quarry.

On the road they may find drunken citizens, thugs/thieves, startled citizens who shriek for the guard when they see the party or a group of guards who try and stop the party.

The idea here is the classic Street chase to find information on a lead to the creature and the missing items.


After the encounter:

If /Or when captured the person is revealed to be a robed boy with a mask identical to the Red Fleet merchants. When questioned he will take them to Kyoko who will explain that the boy was one of her people who wanted to confirm that the adventures werenโ€™t the cause of the mysterious sightings of ghostly figures in the town. She explains the situation with the town, how to the guards and their towns people have started to distrust the masked people and who they are. She explains that she believes itโ€™s a creature to that seeks trinkets or things of little magical power and takes them. Kyoko and the party to help locate the culprit and stop further attacks and robberies, she would offer them something of their choosing from the traders private stash, gold or a trip with them when the party and the fleet is ready back to her home continent.