The Shadows of the Luminescent Isle

Tonight I wanted to continue with the quick adventure hook theme from last week and look at The Shadows of the Luminescent Isle. Getting a nearly random prompt for the adventure I expanded the adventure to what it is now and changed some of the weird random-ness that I didn’t quite like.

So another quick adventure is just moments away!

The Shadows of the Luminescent Isle

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The Shadows of the Luminescent Isle – Created in WordPress!?

Title: The Shadows of the Luminescent Isle

Adventure Hook: The party doesn’t remember much apart from the towering waves, the ran and the thunder as it echoed the sound of their ships splitting hull. as they pulled themselves out of the sand of the beach crushing reality of their situation comes back.

The ship was torn apart by massive waves, and they were tossed into the ferocious waves of the endless ocean. They somehow managed to reach a remote, uncharted island but soon discover that their supplies and equipment are missing and it appears as though it they aren’t alone on the beach as tiny footprints lead from the short towards the forested parts of the island. Determined to survive and find a way off the island, they first must locate the culprits of their missing equipment and reclaim their belongings.

Notable NPC: Ellora Bitterleaf – A survivor after being left stranded on the island dozens of years ago she is a resourceful and enigmatic half-elf druid who has managed to survive on the island, living off it since her ship supposedly hit a reef and left her stranded here. She knows the island’s secrets and the creatures that inhabit it. She reluctantly agrees to help the adventurers, but she has her own motives in seeking their assistance.

She has most of her ship, most of it, but she needs help getting it sea worthy with, hopefully, some of the supplies they have as well as their experience being on the vessel. She will help them locate the thieves then request that they take her off the island using the boat that was abandoned here if they can help get it ready to sail.

Location: The Luminescent Forest – A dense, otherworldly forest at the heart of the island where the outer parts of its reaches have slowly encroached on the sandy beach as well. Here bioluminescent plants and fungi create an ethereal glow as they live within the shade of the near-permanently clouded island and are tended to by the islands primary residence.

The air is filled with the soft hum of magical energy, and the forest is home to many strange, wondrous and at times aggressive creatures. The party must make their way carefully across the land if they wish to avoid disturbing the aggressive ones.

The Luminescent Isle Forest – Created in Copilot

Hidden Plot Twist: As the party delves deeper into the island following the small tracks, the scattering of parts of their supplies that the thieves deemed not useful, they discover that the thieves are actually a small tribe of fey. However, the fey did not act out of malice; they were driven to steal by a dark force that has taken control of their queen. The adventurers must choose whether to defeat the pixies and reclaim their belongings by force or find a way to free the pixie queen from the dark influence.

The few fey they talk to act kindly and apologise for not assisting the party but they also are ruled by fear. Fear of what the queen will do to them if they do not bring them the spoils of the storm so that the dark power can be sated.

Social Encounter: If the adventurers decide to negotiate with the fey, they can use diplomacy and persuasion to learn about the dark force controlling the queen. They may seek help from Ellora Bitterleaf, who knows a ritual to cleanse the dark influence from the fey queen but they must first get an audience and convince her that they mean no harm.

This path requires gathering rare ingredients from dangerous parts of the island, and each encounter along the way tests their resolve and cooperation. The end result is the queens favourite dish, something that she craves above all else – a moments distraction from the dark thoughts which will make her significantly more reasonable. The Fey are unable to get the ingredients themselves as a local goblinoid tribe defends several of these spots as holy sites to them.

Combat Encounter: If the adventurers choose to confront the fey, they must navigate through the Luminescent Forest and face waves of fey skirmishers. The battle is challenging, as the fey use their small size, agility, and enchantment magic to evade and slow the party so they can warn the queen of the attack and bring forth a bigger army.

Antagonist: A malevolent spirit from the Shadowfell has found its way to the island through one of Ellora’s failed attempts to tree walk off the island. The spirit has taken control of the fey queen and hordes wealth and junk as it see’s itself as a king of all it see’s.

It seeks to extend its influence not just over the island but beyond its sandy barriers, hoping to eventually capture the half-elf druid to corrupt her to open another portal. To end its reign, the adventurers must enter the spirit’s lair within the roots of an ancient, towering tree in the Luminescent Forest and face the spirit in a climactic battle or perform the cleansing ritual to banish it back to the Shadowfell.

Thanks for joining me for another different one tonight. I plan to get back to normal as of next week so don’t forget to check in tomorrow to see what we have cooking. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Lost Temple of Eldara

Tonight with The lost Temple of Eldara I welcome you to another random adventure generation where I ask for a prompt, a NPC, a location and an encounter. As with last night I go and correct and expand what was generated. While I prepare to kick off into another 49 adventures, or so, I wanted take these last few days of the year a bit slower while still producing interesting content!

So another quick adventure is just moments away!

The Lost Temple of Eldara

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‘Movie Poster’ style for the Lost Temple of Eldara – Created in Copilot.

Title: The Lost Temple of Eldara

Adventure Hook: The party hear as they are waiting in line to collect a reward for a job that was posted by the local hunters guild of rumours that have surfaced about a long-lost temple hidden deep within the enchanted forest of Eldara. The temple is said to contain the legendary Orb of Eternal Light, a powerful artifact that can bring light to even the darkest corners of the world and it is thought to have brought about the birth of many of the good natured deities.

However, a malevolent cult known as the Shadow Veil seeks to claim the Orb for their evil purposes as their cult leader has proclaimed a time of reformation for the people of the land. These rumours have sparked concern with the authorities, namely the church of Lathander, and they have charged the adventurers with finding the temple and securing the Orb before it falls into the wrong hands.

Notable NPC: Liora Walker – A young halfling that is a skilled ranger and scout for the city the party pick up this job overhears the mission and wants in. She knows the Eldara forest like the back of her hand after being raised by a commune of refugees when she was left homeless at a young age. This is where Liora’s personal vendetta against the Shadow Veil comes into play as they destroyed her village in their pursuit of their dark ambitions.

She offers to guide the adventurers through the forest and provide valuable insights about the temple and its defences and she only asks that they won’t get in her way. Her knowledge and tracking skills are indispensable for navigating the treacherous terrain and as she is one of the only people who knew where the temple was and was willing to take people there.

Location: The Enchanted Glade – A beautiful, yet eerie clearing within the Eldara forest, where ancient trees form a natural barrier around a shimmering pool. The glade is imbued with powerful magic that can both aid and hinder those who enter. It serves as an ideal location for a strategic battle, with plenty of natural cover and hazards.

The Glade has several rumours around it about being a place where those most in need and with pure intentions have received aid, and in some cases, had the incurable cured.

Hidden Plot Twist: As the adventurers enter the temple, they discover that the Orb of Eternal Light is not merely a source of power, but a sentient entity known as Lumina, a Guardian of Balance. Lumina reveals that the true threat is not the Shadow Veil, but a much older and more dangerous force that has been awakened by the meddling of their leader and their hunger for power. This ancient force, known as The Dread, seeks to plunge the world into eternal darkness and chaos, as many of them do.

Lumina explains that the Shadow Veil was unknowingly manipulated by The Dread into seeking the Orb, believing it to be a tool for their own power. But she can not guarantee how long they have been manipulated and if their actions regarding Liora were the action of the cult or the influence of the Dread.

In reality, Lumina is the only thing that can seal away The Dread once more. Now, the adventurers must find a way to convince the remaining Shadow Veil members that they have been manipulated without revealing Lumina. If they are successful these members would surely realise their grave mistake and will assist in the ritual that will imprison The Dread. However not all will be easily swayed.

Social Encounter: The adventurers must negotiate a tense alliance with the surviving Shadow Veil cultists. Trust is scarce, and old animosities threaten to undermine their efforts. The party must use all their diplomatic skills to broker peace and cooperation, ensuring both sides work together to stop The Dread while making good on their promise to Lioara.

Combat Encounter: As the ritual to seal away The Dread begins, the temple is besieged by its minions, nightmarish creatures that manifest from shadow, cinder, ash and smoke. The adventurers must protect Lumina and the cultists performing the ritual, fending off waves of these dark entities. The final showdown sees The Dread partially manifest after taking the deceased form of the once cult leader, and the party must use all their strength and wits to keep it at bay until the ritual is complete.

Thanks for joining me for another different one tonight. I plan to get back to normal over the next few days so don’t forget to check in tomorrow to see what we have cooking. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Shattering of Elmyr

Tonight I wanted to test out something I don’t do that often but explore random Adventure generation with the Shattering of Elmyr. The concept of this one is simple ask for a prompt, a NPC, A location and an encounter – then I go and correct and expand what was generated. A bit of fun one and an ease back into the process after a pretty hectic Dice-ember period that just ended.

So let’s prepare to kick into the end of this year with some easier days, exploring a few things and getting ready for the new year.

The Shattering of Elmyr

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Title: The Shattering of Anorak

Adventure Hook: The kingdom of Elmyr is on the brink of ruin as its lifeblood, the mystical artifact known as the Heart of Anorak, has been stolen. Whispers of a dark sorcerer and his band of shadowy minions spread through the land, instilling fear in every soul. The King, desperate to save his kingdom, calls upon the bravest of adventurers to retrieve the Heart and restore peace.

The party are tasked with returning the Heart of Anorak to the kingdom by any means necessary and they will have what ever support required to do so.

The artfeact, the Heart of Anorak, is comprised of wood, other organic material and a crystal substance at its core. The dark sorcerer is tapping into the power stored within its core to create its army of shadows and to harvest precious resources from a cave system to the east.

Notable NPC: Tiana Moonshadow – A reclusive and enigmatic elf druid who has guarded the secrets of the Heart of Anorak for centuries while working for and with the royal family. She is known for her wisdom and mastery over nature’s magic. Her knowledge is crucial to finding the artifact, but she harbors a deep secret about its true power.

In the last few years she was gradually removed from her position before no longer being able to study or be near the artefact. Despite this, ordered by the prince-come-king she has remained loyal and willing to assist the kingdom in any way they require her to do so.

Fantastical Location: The Crystal Caverns of Lythara – Far to the east of Elmyr a breathtaking underground labyrinth lays under the mountains of Lythara. The caverns are lined with glittering crystals that illuminate the darkness and react to traces of magic by glowing in a colour associated to the school of magic it comes from.

The caverns are said to house ancient guardians and hidden traps, making the journey perilous but all signs, including the advice from Tiana, point towards the cavern and local reports indicate that there is something suspicious going on within the caverns.

The beauty of the crystals is mesmerizing, but they also hold the potential for deadly encounters as many creatures covert their potential power, or, covert the food source that greed of man bring them when those foolish enough to seek the crystals.

Hidden Twist: The Heart of Anorak is not just a powerful artifact; it is the vessel for an ancient and malevolent spirit that seeks revenge against the family that trapped it within the crystal at the core of it. Tiana Moonshadow, while appearing to assist the adventurers, secretly plans to use the Heart for her own purposes to enact revenge against those who threw her, and her loyalty to the side. The adventurers must uncover her true intentions and decide whether to trust her or find another way to safeguard the artifact.

Encounter: Social Encounter – Glimmer: The adventurers discover a large crystal golem named Glimmer that appears to be trapped within the walls and other crystal structures within one of the chambers in the cave. However despite being trapped it appears to have a lot of control over the natural crystals in the walls and will use them to stop or injure those it deeps unfit.

The party must negotiate with the Guardian of the Crystal Caverns, a massive crystal golem named Glimmer. Glimmer tests the worthiness of those who seek passage through the caverns, demanding they prove their intentions are pure. The adventurers must use their wit and diplomacy to gain Glimmer’s trust or find themselves facing its formidable strength.

Combat Encounter: Deeper within the caverns, the adventurers are ambushed by a horde of shadowy minions led by the dark sorcerer Nalakar. The minions are twisted creatures formed from the shadows themselves, making them difficult to defeat, but not impossible. The adventurers must use their skills and teamwork to overcome the threat and push closer to reclaiming the Heart of Anorak after they wrestle it from Nalakar’s grasp.

Thanks for joining me for a bit of a different one tonight. I just about tripled and re-wrote everything that was generated for tonight’s prompts. Next week we kick off with more adventure as the new year rolls around so don’t forget to come back in full force for the start of the new year. For the remaining four days I will take it easy, investigate other RPG systems and continue to look for new and exciting adventures to write for you all.

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

Brazen Wolfe Tabletop – 2024 Christmas Message!

Thanks everyone for joining me for another year. While I continue to work on the end of year Zine I wanted to take a short break and to say thanks for another year. This little side project of keeping my brain creative while working in a very regimented and non-creative environment has been a great outlet for me for the last three and a bit years.

Tonight also marks 1090 nights posted consistently, some had some uploading problems and were delayed an hour or so, but I wanted to also reflect on the next twenty one days and what 1111 nights in a row will bring for the blog and me.

So if you’re a regular or someone stumbling upon for the first time feel free to reply to this post and let me know what you would like to see more of!

I have a few other game systems that I am keep to get going and add more content for and, looking at the stats, it seems that there is a big kick for Age of Sigmar 4. So don’t forget that you can always let me know in the comments below if this is something you’d like to see more of!

And lastly, as always, don’t forget to continue rolling for advantage on all your life checks. Have a great Christmas and festive season, a well deserved break and hopefully (fingers crossed!) some time for your own tabletop hobbies.
The Brazen Wolfe

Other than D&D…

I spent a little bit of today creating something that I hadn’t thought I would get around to in a while, going back to an RPG other than D&D… But here we are and I spent half the day today looking into OpenLegends RPG once again and looking at how I would capture things simply as if I was to teach this great system to others.

So sit back, grab a coffee and investigate OpenLegends RPG!


Other than D&D…

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Daruden braced as the orcs grand hammer slammed down on his shield knowing full well that he would be unable to dodge the attack in time. The orc (rolling with advantage 1, 1d20+1d10(1d10 advantage*): 25) was able to get past the Dwarven warriors guard (15). As the hammer met the steel shield Daruden felt his knees buckle under the pressure from the orc’s assault and stood shakily to his feet after suffering 10 points of damage.

Raising his battle axe high he aimed to disembowel the foul creature so he could make a clear path for his wounded allies to travel past to the relative safety of the cliffs behind the orc that had ambushed them. Calling out a mighty battle cry he attacked (rolling advantage 3, 1d20+2d6(+3d6 advantage*): 24! with an exploding d6!) and connected meatily with the midsection of the orc (guard 13). As he connected he stepped forward and pushed with his trained strength and pushed the orc 10 feet backwards in addition to dealing 11 points of damage. “Go now! I’ll deal with this beast and join you!” he called as he waded with shaking legs forward. He was not sure how much longer he could face off against his foe considering the state he was in.

All he hoped was that his luck would turn

Daruden NPC Card – Created in Canva from art generated in Nightcafe.

As Tiluas Wellspring carried the unconscious Farnably up the mountain he looked back at his stalwart companion. Daruden was in danger as if they didn’t get height advantage soon the orcs would be upon them. Concentrating he cast Sylphs Blessing (Resistance – Forceful: Power level 3 – 1d20+1d10(+2d10* Advantage):17 vs DC 16). Tiluas watched as a flurry of wind wrapped around his ally causing blows to be turned aside as well as debris buffeting attacks which would, hopefully, soften or deflect blows them entirely.

Not for the first time on this cursed quest he thanked the Ring of Telekinesis that he had received from his teacher as a graduation gift from the College of the Arcane.

Ring of Telekinesis Card – Created in Canva from art generated in Nightcafe.

Exploring what can be done to keep track of the many, many option that OpenLegend RPG has to offer when creating characters, or NPCs, as well as what magic Items could look like when simplified yet still useful and desirable was an interesting endeavour today. There are still some tweaks I would make with the card concept but as a rough draft I believe they will prove to be beneficial.

While I think having a preferred and safe game system is always enjoyable to fall back to exploring what’s out there, and going back to an old favourite like OLRPG can make for truly enjoyable adventures. Something to consider if your group is wanting something to spice things up a bit.


Now that’s all that we have time for tonight, but its not all that we have for this weekend. So don’t forget to come back tomorrow for more Tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Creature Concept Night!

Taking a break from creating cards, adventures, stories or the like tonight I have decided to make a Creature Concept Night! By using similar, nearly identical prompts I wanted to see what Nightcafe would create for me to inspire creatures and I wasn’t disappointed.

So sit back, grab a coffee and let’s look at what monstrosities have been created.


Creature Concept Night!

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The sound of the corn stalks scraping against scales was the only sound that alerted the party to the approach of the creature. Something dark, cunning and malicious had been following them for days now and they had decided to lay in wait, using themselves as bait for it. However, what they didn’t realise was that the creature was aware of the trap and was using its abilities to aid in its ambush.

As the creature threw its voice and perfectly mimicked the sound of scraping stalks against its scales to the other side of the camp. Watching the party move slowly to prepare for an attack the second parasitic mouth opened and waited for the feast to come as the creature, much stealthier than the party could have realised, stepped amongst the bed rolls, the camp fire and the discarded bags.

Creature Concept; Reptile with purple and Blue colouration – Created in Nightcafe.

The golden moon was a prophetic moon that the elves of the north woods had foretold for over a century now. As the golden light spilled across the field of wheat the earth slowly cracked open and upwards. Clumps of dirt, wood and plant fell to the side as a creature crawled forth to be amongst the light that it had forsaken years ago.

Breathing the earthy smell in the hulking, muscular creature rippled with power. For a creature from the elemental plane of earth being amongst the soil, the plants and tonight the yellow moon invigorated the creature. But it was not alone as others were also drawn to the yellow moonlight in this part of the lands in an attempt to draw in the energy of the moon as well.

Creature Concept; Green and Yellow colouration – Created in Nightcafe.

A small creative exercise for tonight, but don’t worry tomorrow we bring more content. So don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Playing Catch!

A few weeks back the party bet the boss and found a small horde of magic items including one that helps them in playing catch! But its not the kind of catch that people would want. Discovering other tools such as Card generator and merging that with some of my art on nightcafe I have a small horde of work to do for the party! Tonight I want to catch people up on the adventures we have had and showcase the Ring of Magnetism.

So sit back, grab a coffee and let’s find people who want to see a magic trick.


Playing Catch!

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So a common thing you see with magical thrown weapons is the ability to throw and have them return. This ring is that concept where the power level of it is based on it taking up an attunement slot if people want to harness the power of the ring. Considering nearly all thrown weapons have a range of 20/60 this isn’t overly strong as it just gives a dramatic flair to the attacks of a traditional melee character.

Ring of Magnetism – Created in Tetra-cube using my AI Generated Art.

However there are a bunch of niche uses that this could instil and I, for one, am excited to see what the party can do with it. I believe having a physical card that captured magical items or effects enhances the magic behind it. Being able to describe it and having a physical representation of what it looks like is another addition that I believe makes all the difference.


Stay tuned for a lot more to come as I ramp up the magical escapades that the party encounter. Don’t forget that tomorrow is Zine day and I will be releasing another PDF adventure. So don’t forget to come back and as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Mixed bag on Saturday

Last week we had a look at different initiative systems and while I have additional content to add this week I decided to have both which has led to a mixed bag on Saturday. So first lets propose another creature to potentially take to the field this week opposite our ensnared party before we look at some results of mixing up initiative this week.

So sit back and let’s explore how else we can roll initiative.


A Mixed bag on Saturday

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So before we look at some notes on last weeks update – A different Initiative I want to add another contender to the adventure. It’s not a strange occurrence of even for adventurers to have knowledge that black dragons spit acid and have a thick scaly hide. These adversaries are tough, smart and deadly let alone being trapped in an arena with one.

But as they are stronger than the average creature you wouldn’t want to fight these after a long day of fighting other creatures in the arena.

Young Black Dragon – Created in Tetra-cube.

Trying out Playing cards

Last weekend I had the opportunity to be able to try out the initiative system of using paying cards. By assigning everyone a playing card and then randomly drawing a card to determine order. For the party members who had a high modifier (feats or high dexterity) I gave an extra card and put it into the deck.

So for the four players I had 5 cards in total, 1 base card each (a suit card) and then an additional card that was for the higher dexterity of the character. For each creature I assigned a different colour suit and for minions I had just numbers (2-10) and for bosses I used a suit card. This meant that generally I had around 7 or 8 cards at play at any one time and every round I had a different initiative order that represented the chaos on the battlefield.

For lair actions or special actions from bosses I used the joker cards which meant something happened but it wasn’t the full suite of attacks that it could used. When a creature died, or when the lair action/special action could not be used any more then I removed the card.

The Pros.

The randomness was enjoyable for myself and the party. The concept was simple and there was no rolling of dice or punishing the strength based martial classes who may have a lower initiative than normal.

This flowed on into the lair actions which felt thematic in a chaotic battlefield and meant that the encounters felt more intense than when the party would just steam roll through the creatures. In this instance where the lair action was tremors in a slippery ice cavern and could (and did) result in half the party falling prone it meant that the party members who went last in the turn order weren’t getting prone-locked and would have chances to break out of being on the ground constantly.

Having a simple visual aid (and I know other initiative trackers like pegs and character portraits / names on the screen work too) helped people realise it was their turn – however not knowing what their turn would look like next round was one of the cons.

The Cons.

The Randomness made it hard to plan for and implement turn-to-turn strategy as the party couldn’t reliably work out if their next turn would appear early or late in the next turns order. This meant de-buffs could have less usefulness when they resulted in something ending on the start of the party members next turn. This could be mitigated by saying “for x number of cards” but this was discussed later.

The lack of guaranteed order also impacted what people decided to do during the round but it did have some great moments where the character got one or two turns off before the boss could retaliate.

The time between rounds shuffling the cards did also loose some of the time efficiencies that was gained by not rolling initiative and recording the order at the start of combat. So this would be seen as a Con in the long term.

Closing notes.

The party enjoyed the change up and spent the next day discussing other ways of tracking or managing initiative. This was overall healthy and led to some great discussions which all led to moving away from Dungeons and Dragons combat AND exploring what other RPGs did. OR, tantalisingly so, exploring the creation of a new RPG system.


Regardless of what system we use the party had fun and enjoyed the change of pace of initiative. Don’t forget to come back tomorrow for more tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Different Initiative

As I continue to look at other game systems, experiment with one I have had on the side for years I find myself annoyed at the Initiative system and find myself looking for a different initiative system. Tonight I want to explore a just few of them and maybe see if I can spice not only my game up but others out there.

So put that d20 down, sit back and let’s explore how else we can roll initiative.


A Different Initiative

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So before we get too deep in let me explain he issue I have with Initiative. You can run it how ever you want but the issues still remain. The setup can take too long, horde based encounters either feel overwhelming or underwhelming – rarely an in between and the only way that bosses feel challenging is making them legendary creatures (having legendary actions) and setting the initiative to where you want them to be.

I’ve been asking players to roll initiative for a long time but it doesn’t seem to improve with the new additions of D&D and other games seem to have different, maybe better systems. So that’s the purpose of tonight – a few different ways to run it.

Pack of Cards

Every person draws a card, including the DM and the lowest number goes first. A player wins ties and Ace counts as 1. Each turn the party pick out a new card and we re-establish initiative during the event – this makes it a bit more interesting and dynamic as the fight can take un expected turns – however it can nearly guarantee that the readied actions will have a chance of being wasted.

For the Tank or front-line characters it means they can go and establish that line early – which is part of their job IF they draw well enough and for characters who have really specialised in initiative (or who depend on it) – they get either a re-draw or get to trade their card with another (including the DM.)

The DM can have either one card or more but it depends on the situation. It could be that when a player goes after them goes an enemy to create a back and forth flow to the game that may feel better.


OR

The other use is assign a Suite-Face card to each player and take them, shuffle them in with other cards that represent one or more creatures. Place them face down and when its time for combat flip over the top card and then turn over the first card to determine who is next to act. This can be useful as it varies initiative each turn. For players who have bonuses for Initiative (class feature or a feat) they can add a second card that represents their bonus to initiative.

Player to the left

Simple system really. The player to the left of the DM goes first and then they pass it to their left. The DM has NPCs and monsters/creatures activate when it gets back to them – they are the start of the round. IF the party is surprise then the DM acts immediately then goes at the end of everyone else’s turn.

However this creates a scenario where the DM, Me, will still run out of creatures and a well placed fireball will just obliterate the encounter you had planned.

Dex Score

Just order initiative based on Dex Score. Those who are fast will go first and those who have lower dexterity scores will go last. Means less dice rolling and trying to pencil in where people go so it can speed it up. But this may begin to feel stagnant and wont address some of the issues I have.

Action economy

Give actions a weight.

Movement goes first – same as reactions – they break the order and happen fluidly – but must be declared early. Like on a card, or note. It relies on the intent behind the action. “I intend to run over to the log, crouch behind it (sliding really cool like though) and then firing from my light crossbow at the orc watchmen.” – The DM can then understand the intent of the table and then interject the actions of the hostiles.

Ranged Attacking may weigh more than movement but less than a melee attack so it goes next followed by melee attacks and lastly by Magic. As spells require materials, somatic and verbal components (most of the time two of the list) they take longer. Cantrips though may just be as counted as a ranged attack.

This puts more emphasis on the narrative of battle rather than effort of keeping track of initiative.


A few of these will need to be investigated more but that’s something that can happen over a few games. Tomorrow we have not only a Zine but also Easter! If I can summon the energy I will have multiple Zines out tomorrow. So don’t forget to come back tomorrow and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

What Happens on the Road

Welcome to a bit of a filler tonight but with good intention as I look at the previous fifty-two weeks of content and try to imagine what happens on the road for the parties in the next year. The theme of this blog has changed from a bombardment of options for Plots, NPCs, Hooks, Locations and Encounters which was shortlisted into a single adventure to be crafted on the weekend. This then evolved to a single campaign that was driven over the space of a year with, quite overly detailed write-ups and to what it is now.

Every week brings an adventure and one-shots seem to be the calling that I have settled on. But I believe that all my one-shots can be weaved into a campaign by using your own NPCs and by modifying the Plot, Hooks, Locations and even Encounters to really tailor it to your own. However, a few of my One-shots don’t even need that and they can be used right out of the Zine and into your campaigns.

Now to get the one-shots to this format I have to keep it simple and provide guiding but not defining moments and encounters. This gives the DM/GM more control over how they integrate it for their party but makes it less accessible for new hosts of the game to pick up one of my Zines and use it as their first adventure. This is something I wish to remedy in the new year but it may take me some time to work out how – as to write a Zine each week is quite time intensive (between 10 to 14 hours depending on the content). Where the daily update is shorter there is normally more fleshing out that happens in the Zine – and sometimes even well fleshed out Daily updates get a boost in content in the Zine as well!

But enough on my rambling. Tonight I wanted to look at some quick hooks that can be interjected into any campaign to throw the party into a memorable one shot.

What Happens on the Road

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The invasion

What I will dub the “invasion” secondary hook or twist for this blog post is becoming more popular these days. Simply put it is the party coming into contact with a hostile force at the right time and right place.

The party had been traveling along the road at the south of the kingdom along a road that was seldom used. This road would see them leave the dense forest at the guarded checkpoint into the neighbouring kingdom where they had to deliver a sealed letter. The checkpoint was one of two regulated crossing points where the residents of the two kingdoms could cross over legally and safely. The wilderness between the two kingdoms was rumoured to be the territory of a particularly foul and territorial black dragon. However, luckily, it was extremely lazy and rarely left the large swamp that lay between the two kingdoms.

This created a natural barrier to people who wanted to cross over which the kingdoms seemed happy about as there were taxes in crossing into the neighbouring lands. The road they were on skirted the known edge of the dragons territory and had been used for decades as a way to and from the checkpoints and into the various parts of the kingdom.

The party pushed on their horses keeping a fast pace and making good time but the party were beginning to become increasingly alert and cautious. The horses were anxious and it had been some time since they had last seen wildlife that normally filled these woods. Thinking back it had been days since they had seen any sign of game and even the birds and smaller creatures were decreasing in sightings at a quick pace. Suddenly the party stopped, their forward scout signalling that something had been found. Alert and cautious the party moved up to reveal that around the bend and in a small gully a small tent-city had been created.

Dozens of men; hundreds even, could be seen moving between the tents and slowly packing supplies into bags as they mustered around a large central pavilion. Each of the men and women, humans and other races bore the colours of the kingdom they were heading towards and they were each dressed for combat. With a sinking feeling the party realised that they had stumbled upon what appeared to be either the forward advance or the rear guard of the kingdoms royal army. As they watched on the ground shook as a large adult black dragon pulled itself through the trees, its horns tearing bushes from the grounds and shredding branches on the trees.

A sturdy looking dragonborn with black scales strode forward and bowed to the dragon. “Everything is going as planned. With our forces invading the forest and moving up soon we will be out of your way as promised Garvelorgn.” the dragonborn said reverence.

“Good. And as soon as you are gone I can begin to expand my territory. Your sorcerer had correctly guessed that I was planning to take over these lands. Your promise of land and a new hunting ground is just consequential” the black dragon, Garvelorgn, said with a puff of green smoke from its nostrils. “Are you sure your force is big enough? I couldn’t help but notice that there wasn’t many amongst your ranks?” The dragon teased.

“The Black Talon is the strongest assault force in the continent. Despite our fewer number our strength comes from that idiot king and his pathetic nations lack of awareness of what happens in his own lands. Once he knows we are there it will be too late and he will be at our mercy” the dragon born said and several other warriors amongst the forest camp called out in support.


The Old friend

Now the old friend is a more situational one that is tailored to a “Find the source of the trouble and silence them”, or “Rob this wagon – it will be laden with gold” or “escort the prince, there is a rumour that there are people after him so be alert” type of mission. This is where the Party, or a member in the party, know the antagonist and have to come to grips with their old friend being the source of their work. But although it’s more sorted to these kinds of situations/quests it can work elsewhere.

The party checked the map in front of them making sure that they had the right address. Surely enough they were looking at the correct wagon that was parked in an alleyway with a draft horse harnessed to the front. Sneaking across the street they slowly approached the animal and the druid placed a hand upon its muzzle and the horse quickly went back to standing still.

Moving around the side of the wagon they found the door locked, but nothing their thief couldn’t handle. With a deft hand the lock was open and the door was slowly opening. Looking in the dark interior the bard called out a dancing mote of light to fill the interior. A few comfortable seats, curtains on the windows and a cushion one one of the two benches greeted them. Stepping into the wagon the bard and the thief began to look around. Having some advance intel that there was a hidden compartment that held what they were looking for they began searching for latches, buttons or nooks that would hold what they were searching for.

The warrior of the group kept a watch out as the druid, in the form of a tabby cat scouted around for an exit route. The warrior looked at the building they were next to. “Pinot and Stubbs” read the sign. She frowned as one of the names on the sign brought back memories from a lifetime ago.

Lost in her memories she heard too late as the door opened next to her and she turned too slowly to warn her allies within the wagon. “Arh!,” a woman’s voice shrieked as she saw the cloaked and armed figure in the alley. But the lantern in her hand did a fantastic job at revealing the warriors face. “Oh you scared me. What do you wan… Is that you Fiona? Fi?” the voice asked. “It can’t be you, surely. I haven’t seen you since we were both at the Orphanage. It’s me Pinot.” said the halfling in front of her.

A noise from the wagon drew the attention of the now smiling woman in front of her. “Wait.. Actually what are you doing here next to my shop, in the middle of the night next to my wagon?”


Either one of these two types of hooks could bring a added level of adventure to your session. Keeping the same theme you can quickly tie in a one-shot to something mundane, like travelling through a forest, or expand upon a easy snatch and grab – like stealing Pinots secreted chest. What ever the adventure is there are always avenues to include something different, a side quest, a tangent if you will. I add in more one-shots than I care to admit to doing but some of these feel much more rewarding and produce the biggest thrills for my party.

But that’s where we will have to end tonight. Don’t forget to come back for the rest of the days this week as we explore a bit more, learn a bit more and reflect on the last year. If you haven’t already don’t forget to check out my seasonal adventure, Mischief and Merrymaking, and, as always, don’t forget to roll with advantage,
The Brazen Wolfe