Ramiera’s Machinations

Tonight we uncover Ramiera’s Machinations as the party fight through her loyal thugs and the vipers that she lay a trap with. But there is more to uncover but that will have to wait for the full reveal this weekend.

So bandage up those snake bites, pick up your blade and let’s get stuck into tonight’s adventure!


Ramiera’s Machinations

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As the snakes slithered out of the baskets and crates their sheer size had the party hesitating. Twice long as a person was tall, if not bigger, these reptiles moved forward with the angular head that identified them as some type of viper. Excessively venomous, aggressive and agitated they advanced in large sweeping arcs towards the party, their tongues flicking menacingly.

The first of the strikes are far reaching and swift, bitting down upon the characters boots as they tried to take down the larger creatures in front of them. The party imagined the splattering venom hissing as it hit the tiled floor – but it was droned in the hisses, snaps and snarls as the snakes lashed out again.

Del’Tursh Viper – Created in Tetra-cube.

The hallway was silent as the party crept out of the storage room, their wounds still burning from the venom of the snakes. A sound could be heard from a nearby room before a woman stepped out from the shadows of the wall near by its door.

‘You survived the snakes. The Princess will be disappointed. She told me not to trust the outsiders who had shown their face after the prince did as she asked. But sadly for you, no one can hear you scream or cry out from here as,’ she paused and listened as a cheering and clapping roared down the hall. ‘It looks like Ramiera has started the dance in full now. No help is coming so I hope you make peace with your pathetic gods.’

The party was quickly aware of the doors to the other rooms opening. The dark clothes didn’t conceal that these were the same people they saw talking with Ramiera earlier as they adjusted their formal clothes to protect them from the anticipated spilled blood.

‘No one will stop Ramiera’s plans. We will see to it that her vision is a reality!’ one roared as he charged the party and for the second time this evening, the party was fighting for their life.

Thug – Created in tetra-cube.

Thanks for dropping by once more for the next instalment of this adventure. Don’t forget to come by this weekend for the final parts as we wrap up with the end of week zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Omelga Hunters

Tonight we meet some of the vicious Omelga hunters that have decided that there is no such thing as friendly competition. With the Hunter and Brawler hunter archetypes the weapons can change between but overall there is a specific style to their combat.

So instead of dancing around the point of the spear, let’s get stuck into tonight’s adventure!


Omelga Hunters

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As the party watched the Omelga hunters move in they noticed that several of them hung back and positioned themselves behind cover. Armed with bows and a short spear these hunters watched with eagle eyes for where the party would appear, ready to strike from a distance and judging by their gear and behaviour they would rarely miss.

The others were more brash. Armed with a larger spear, thicker armour and a sword on their belt these hunters were set more for brawling. Getting stuck into melee with orcs, bears and worse you could tell that they wouldn’t go down easily in a fight. These hunters more suited for brawling struck out and moved ahead of the others, searching for any sign of their quarry but, frequently very nearly blundering into the traps set.

The moment came when the party was able to trigger one of the larger traps that sent a cascade of logs hurtling towards the hunters. Several were crushed and in the confusion others blundered into the other traps and found themselves suspended, impaled or otherwise injured.

Now the true fight could begin.


Thanks for visiting tonight to keep up to date with this weeks adventure. Don’t forget that this weekend we will aim to produce thee Zine for this weeks adventure as well as something for the tabletop. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sewer Skulkers

Tonight we have a pretty standard one where we meet the Sewer Skulkers. We have a few lightly modified stat-blocks to give flavour (and spice it up for even veteran players) so keep an eye out for how to use these new adversaries in your adventures.

So keep your eyes peeled, ready for an ambush and on the shadows that skulk in the sewers in tonight’s adventure!


Sewer Skulkers

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As the party watched the first of the dozens of men and women rip off their dark clothes to reveal the city watches emblems they knew that they were not the first on the scene. As the city watch rushed towards the cultists chanting near the cursed blade the party also took this moment to engage. The shadows seemed to move as more cultists appeared and rushed forward, dark gleaming blades seemingly dripped with the malicious magic from the ritual.

A select few, maybe half a dozen, remained kneeling and chanted as the others rushed to protect those who chanted closest to the altar and the reverberating blade shards that they were intent on mending. As the fight ensued the unholy energy from the blades cut deeper than anticipated. A evil seeped from the blades and made the wounds they left even more painful.

The party did their best to aid the city watch but it wasn’t long until a few of their numbers fell to magic or blade, the party needed to increase their effort. The footing was not only unpleasant but treacherous. The stones of the canal gave way to any substantial weight and what they did manage to find stable near the sewage filled drains was slippery.

Repressing their bile they fought against the cultists, a few of their members lay unconscious or dead and they fought harder knowing that their plans were in jeopardy.


Thanks for visiting tonight to see this stinky update with the sewer skulkers. Don’t forget that the next few nights will also be bringing more content, so don’t forget to come back to not miss a thing. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Feli and the Felons

Another standard night for one of my adventures where we meet Feli and the Felons. Some re-skinned existing stat blocks for D&D but enough variety to help make it feel exciting and different, I hope.

So let’s hold our ground, stand firm as Feli and the Felons rush our front ranks in tonight’s adventure!


Feli and the Felons

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As the rough inmates rush across the worn stone of the courtyard they pick up any weapon they can. Some have raided the guard house, or had weapons thrown to them and are sporting heavy crossbows and maces – the weapon the guards at Mouler’s Peak. Feli makes another appearance handing a dagger to an escaped prisoner before darting behind more rushing madmen it which point the party lose sight of her.

It’s obvious now that Feli, their employer wanted to create the prison break and to frame the party but the reason was still not known. As the guard and the party stood firm against the felons as they rushed, stabbed, shot, slashed and swung at the defenders a hushed wave of quiet washed over them.

Feli walked next to a towering man who must have had giant or at least orcish blood in his veins. He stood at least eight feet tall and was busy pulling on the armour of a guard that still had the blood of its previous owner on it. This man must have been Feli’s target as he was given scimitars from a bag that Feli had on her hip and a bandoleer of daggers.

Drendle Bloodknuckle – Created in Tetra-cube.

‘Drendle Bloodknuckle’ several escapees muttered and made room for the hulk of a man as he strode forward rolling his shoulders as if preparing for the fight ahead. The one thing that the wannabe warlord of Kestel needed was a weapon and that weapon was this man it seems. Played hook, line and sinker.


Thanks for visiting again tonight for the combat stat blocks. One standard one and two modified one makes up the encounter of this week. Don’t forget to come back this weekend for more tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Undead Farm Hands

Tonight to no surprise we have undead farm hands for our encounter. But we have two different additionsto the standard zombies that we could be expecting.

So let’s kit up, stretch and get ready for a big fight with tonight’s adventure!


Undead Farm Hands

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Undead Farm Hands – created in WordPress!?

A normal Zombie stat-block will do nicely for our Farm-hands while Simon wasn’t opposed to also trying to hide dead farm animals in his fields too.

Farm hands will form the bulk of the attacks in this weeks primary encounter. Where as the Draft horse zombie will be a singular figure. It moves a bit faster, is a bit (not much though) more durable than the normal zombie but its animalistic strength will make it hit harder.

But the antagonist I hear you asking? Well young Sara Tode, Simon Tode’s daughter who grew tired of her fathers meddling in her life and resented him from his abuse of her budding magical talent. Used for years to rot the crops of her neighbours while bolstering her father she grew tired of the evil he made her do. So using the farm hands he disposed of against him and his crops was easy.

Sara Tode – Created in tetra-cube.

The encounter depends on the parties level. If they are strong enough to face Sara and five zombies then have that go. Sara can summon a strong undead ally using Summon Undead. She will select Putrid due to her affinity with zombies but if the party aren’t ready to face her then have the undead turn against her and they now need to decide if they save her from her creations or let fate decide.


Thanks for coming back tonight for another quick adventure. Tomorrow we will delve back to Wilderfeast as I’ve got a hankering that needs to be sated for that TTRPG. So don’t forget to come back tomorrow and on Sunday for the end of week zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Isem Strike Force

The mercenaries, and soldiers, of the Isem kingdom are well informed about the habits, movements and even members of the Musca forces. However they weren’t expecting a group of well trained adventurers to also be present which changes their plans considerably.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Isem Strike Force

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The humble Isem thug is a sturdy combatant with an eye for causing chaos. Equipped with flame charges, a variant of alchemist fire, these arsonist-warriors fight with fire and those who leave the fight are rarely unharmed. These are the foot soldiers of the Isem strike force who has come to disrupt the empire of Musca with their plans but, they are not hardened veterans nor are they the ones calling the shots.

Isem Thug – created in Tetra-cube

When the foot soldiers are unable to get the job done, or are simply following orders, the Isem White Guard will step into the foray and they pack a meaty punch.

The Isem White Guard are named for the ash and soot that they leave behind them. Gifted a Flame Forged Cinder Shard, a long sword of a sort, these warriors fight brutally, efficiently and rarely do they have any prisoners to take alive. Their blades seem to drip with the same alchemical components that the Flame Charge is made from, yet it doesn’t expire. These blades burn white hot and leave just white ash in their wake.

Isem White Guard – created in Tetra-cube

Thanks for joining me tonight as two slight-variant stat blocks from well used opponents. Working as a group and a well oiled military machine a group of these warriors would pose a substantial threat for any party going against them. While that’s been said don’t forget that we still have two more nights this week so make sure to come back over the weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Magnifico’s Stone Golem

The creatures simply known as Magnfico’s Stone Golems are something desired by many and, sadly, few are able to actually defeat them. Imbued with the same magical strength of a normal stone golem these smaller variants are just as lethal – but more numerous.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Magnifico’s Stone Golem

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The small creatures are about the size of a gnome, perhaps two and a half feet in height, weighing about the same as a adult dwarf and about as strong and robust as one as well. Armed with magical attacks, resistance to magical effects and immune to damage not made with a magical weapon it renders most armies null and void. However for those few in possession of an enchanted blade these things are little more threat than an average orc.

However against an army of ordinary soldiers these creatures are more than a match and the casualties of the creatures made from flesh and blood would be in the dozens if not hundreds. They will attempt to magically slow a target where possible adding to the potency of their combat prowess.

Magnifico’s Stone Golem – created in Tetra-cube

Thanks for joining me tonight as we look at a small stone golem. While weaker than several other creatures of its CR it will pose a challenge for several parties, but not all. Don’t forget that more content is on the way tomorrow and also don’t forget to keep an eye out for the Zine when it comes out this weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Talk’arneil

This week a young ambitious blue dragon arrives to take control over the Fester Plains through blood and lightning. Talk’arneil having also been born in the desert has a way with the sands which is something his parents gifted him.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Talk’arneil

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Talk’arneil will attack during the sandstorms that he summons and always summons one to go through the chasms, using the rocks to funnel the sand towards his prey. He is brutal and cunning, to a degree, but his ambitious and pride will be his downfall.

Talk’arneil – created in Tetra-cube

Sandstorms

Sandstorms aren’t a uncommon occurrence when exploring the desert. When a character is exposed to one and does not seek shelter before the sandstorm hits they are subject to its ferocity.

Characters who are within areas unprotected from the storm suffer disadvantage on all ranged weapon attacks and suffer disadvantage on all checks that rely on sight, smell, sound or touch. Gas and vapours are immediately dispersed and sources of unprotected flames such as torches, candles, fires are extinguished. Protected flames such as lanterns, will have a reduced range and have a 50% chance of being blown out if exposed to the sandstorm for longer than a minute.

Each foot of movement is treated as moving through difficult terrain, however it will further-stack with difficult terrain making traversing a shifting sand dune in the middle of a sandstorm an act of folly. Each creature who is not equipped to be out in a sandstorm (non-suitable equipment) must make a DC14 constitution saving throw or become blinded as the sand damages their eyes. They also suffer 1d6 slashing damage per hour, at the start of the hour, for when they are exposed.


Thanks for joining me tonight as we look at variant blue dragon tonight. Talk’arneil is a strong and smart creature and despite being CR9, when fighting in these lands he will be a much stronger contestant. Don’t forget that more content is on the way tomorrow and also don’t forget to keep an eye out for the Zine when it comes out this weekend. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Velsharoon Spectre

This week we have an interesting one where a deity of necromancy created a spectre in their image, the Velsharoon Spectre. As the clash of deities, gods, is the focus of this week it shouldn’t come to anyone surprise that this creature is target built to be as much as a problem to everyone involved – especially those that can cast spells or commune with a deity.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Velsharoon Spectre

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The Velsharoon Spectre is commonly seen dressed in mottled purple robes, is faceless but sees without eyes and has a single, thin silver circlet around its head. However when this undead creature is gathered in large numbers they has the ability to sever the connection between deities and their worshippers.

Individually however these creatures train the sound around them, dampening before completely deafening anyone who dares to remain to close to them. That is if they can avoid it. Fast, vicious and drawn to creatures with the ability to invoke magic these creatures are a force to be reckoned with as they are more deadly to spell casters – taking their second most precious resource, their spell slots. The only thing more precious to casters, and well, generally all adventurers is their hit points.

Velsharoon Spectre – created in Tetra-cube

Thanks for joining me tonight as we look at an empowered but ultimately reskinned creature, the Velsharoon Spectre. Don’t forget to keep an eye out for the Zine when it comes out this weekend and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Enthralled Menace

The enthralled menace this week is the enthralled berbalang, a horrid creature that creeps across the astral plane looking for secrets for its masters. Its masters find themselves having a useful tool in their arsenal as the berbalang is highly intelligent, malicious and a cunning fighter.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


The Enthralled Menace

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The enthralled berbalang will hide amongst what ever it can and will use its spectral duplicate form to watch and gather information before making attacks. However there is always a master that waits and controls these creatures to their fullest so they will fight in more intelligent ways using their cunning and knowledge to their fullest.

Enthralled Berbalang – created in Tetra-cube

Thanks for joining me tonight as we meet the berbalang. Although not a new creature having them in service to something more powerful bodes poorly for our adventurers. So don’t forget to keep an eye out for the Zine when it comes out and, as always, don’t forget to roll with advantage,
The Brazen Wolfe