Infiltrators and Competitors

Another fight-night is here and this week we look at infiltrators and competitors of the party and their mission. Just as the King can hear his queen talking to him there are a few who walk the halls aware that the queen is real. And also, aware of just what the queen is. Intrigued? Well I’d hope so. In fact let’s not delay any longer and let’s roll into tonight’s content – Stat blocks!


Infiltrators and Competitors

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Scouts

The halls to the bedrooms and rooms away form the party thrum with the noise from the feast. However despite the dim and the constant chorus of laughter the sounds of uncareful footsteps can be heard. Up ahead, a shadow of a human sized created lies against the wall. Approaching it carefully and drawing a weapon the party approach the figure, however there is a problem. The figure is a statue with a hat placed carefully on it. The astute in the party hear the faintest scrape from an oiled scabbard as daggers and blades are drawn from concealed places. It seems that the party have found the infiltrators and competitors.

Party Infiltrator (Bandit) – created in tetra-cube

The backup Plan

The infiltrators had run this way, past the doors to the kitchens, past the study and a meeting room and towards a large set of double doors. Careful to not leave a mess, as Park had instructed, the unconscious men were secured in a locked room. As they moved to the double doors they swung open and they found themselves staring at those who had escaped as well as a goliath of a man. Large rippling muscles gripped a crossbow in his hand. The darkened weapon was complemented with a black mace that swung from his hip.

The Hired Muscle (Thug) – Created in Tetra-cube.

The Boss

As the party turn to leave the room with the evidence that Park had asked them to retrieve they head the door open and close rapidly behind them. Este, the maid that they were introduced to earlier by Park looked terrified at them as she walked towards them. Looking nervous she wet her lips before checking behind the curtains, having noticed the unconscious bodies in the hallway. “I was being followed. But I thought I could lose the man on the way here but I lost them instead. I believe he was heading this way but I needed to confirm that he hadn’t made it into the kings bedroom.. But you are here.. Why are you in here?”

“Because they too are after what I am. They want to expose the kings madness for what it is. Truth.” a man said from the doorway, the latch hadn’t even made a sound. “The king does have a queen, Oh yes. A hidden Queen. One that hides in plain sight, one that delights in the infiltrators and competitors that she enticed to her web. A deceiver queen amongst all who poisoned the mind of a man she was sent to kill and instead wed him in secret.” the man said as he effortlessly drew out a longsword.

“I don’t know what you speak of…” the maid Este began to stutter “the king..”

“You don’t need to play coy with me Celeste. I am an envoy of the kings sanity. One who saw through your charade and who has waited for this moment. You are the assassin. You are the hidden queen!”

Lark Grundfello – The Boss – Created in Tetra-cube.

Thoughts

I honestly struggled to not reveal who the queen was on Wednesday. But we find ourselves in an interesting situation. The Queen has been revealed but some accusations have been laid on the table. But regardless who the party believe Lark wont let any of them leave alive.


Thanks again for joining me for another Friday Fight-night! Tonight as we prepare for the end of the weekend we looked at the actors in this intricate dance. But that’s not all we found. So don’t forget to come back this weekend for the final piece in the puzzle. Don’t forget to let me know your thoughts on this weeks content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Raised Behemoth

Welcome to another fight-night Friday and tonight we look at the the hyped up sensation that is the Raised behemoth. This week is again, apologies for two weeks in a row, undead! I can hear your cleric players rejoicing but I can assure you that this one is no walk in the Jurassic park. Not one bit… Bite… no bit was correct. Ok enough terrible puns. Soo… let’s sit down, grab a coffee and get on with the adventure at hand.


The Raised Behemoth

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A sacred ritual, backfired.

The bodies of the cultists littered the floor. Most of them ripped to shreds as the necromantic energy still pulsed from the dais and massive altar. The ones that they saw shambling around the room looked to be the ones that got off better. Body parts littered the room, something had made a mess of those who had failed the ritual. If they wanted to stop the magic from the ritual from progressing they had better stop it and fast, but there were the zombies to deal with first. Then and only then this ritual that creates “The Raised Behemoth” as the city guard’s prisoner at the start of the descent would be stopped.

Zombie – sourced from tetra-cube.

The Raised Behemoth – Allosaurus Skeleton

The scraping of something large and hard resonated down the ancient stone hallway in the darkened crypt. The unnatural presence that washed over the party from the beyond the smashed crypt door, within the dark gloom almost made the bodies from the cultists in the previous room almost pleasant. As something rushed forward the reflexes of the party took over and they dived behind one of the supporting pillars. A mass of magically imbued bones crashed into the space they were a heartbeat before and the undead mass screeched across the stone floor until it hit and collided with the dais.

Paper and splinters of wood rained down but the creature stood on two powerful back legs as bony forearms helped right it. A huge lizard, monstrous in appearance with the flesh long rotten away. Hardened bones, fossils they had heard them called once, created this giant creature. A terrible, dreadful king of all lizards.

Allosaurs Skeleton – Created in Tetra-cube.

Thoughts

Oh boy, this will be fun. The whole theme for this week was the story my delightful daughter dreamt up for me. A city next to a great dinosaur graveyard where when the magic moon shine the dinosaurs come back to life and eat everyone. I swear she is a sweet angel – but the creative apple doesn’t fall far from the tree.

The Allosaurus is a beefed up one, the largest skeleton they had found, the strongest magic imbues it in a temple that was dedicated to it. This creature is not something for the faint of heart and its the first major boss that I have whipped up this year. It also gives me an excuse to brew up something relatively from scratch and throw a bunch of legendary actions onto a skeleton!


Thanks for joining me tonight as we prepare to wrap up this journey. Tomorrow I will get the final zine PDF out as I will also be going to take some of my adventures to the local D&D group to assist new DMs. Don’t forget to come back for that tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Carnival of the Damned

Welcome to another fight-night Friday and tonight we look at the actors who are part of the Carnival of the Damned. There is really only two stat blocks for this weeks encounter which gives us some versatility. But what shines about here is we have an enemy magic user with some pretty nasty tricks behind him. Arbiter Zed is a mean user of the magical arts and as such should be something new for the party. So sit back, grab a coffee and let’s roll into tonight’s adventure.


Carnival of the Damned

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Arbiter Zed

Arbiter Zeds carnival of the damned is just that. The people that have been enslaved to work as part of his travelling nightmare fuel for all eternity. That is until someone can kill Arbiter Zed. While not extremely durable, one good smite away from biting it he will hide behind props, in a wagon and use his performers as potential shields. He isn’t above losing one or two cast members to save himself.

Targeting as many people as possible with sleep those who survive the attack will need to deal with his other spells. Heat metal is brutal for any melee warrior. Command, Dissonant whispers and even phantasmal force are also not to be trifled with. However Minor illusion could be used to make it look like a zombie is him standing still, making a pseudo effective duplicate, if only for a turn.

Arbiter Zed – Created in Tetra-cube.

The Carnival of the Damned

These performers will run forward, cartwheeling, laughing and juggling clubs (or limbs) in a morbid display of acrobatics. This should give them a creepy vibe when really they are just engaging into melee. Just because the creature is dead doesn’t crush their dreams of performing now does it?

A general meat shield for Arbiter these creatures are there to distract and provide bodies for the mage to use.

Undead Performer – Created in Tetra-cube.


Thanks for joining me tonight as we get a advanced screening of the carnivals act. This weekend we will investigate them more and maybe look at something else. But the weekend is still young and there are many possibilities. Don’t forget to let me know how you find running these adventures if you weave them into your tabletop routine and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sorcery and Scum

Welcome to Friday night where tonight we look at some sorcery and scum. Sarline and Seth have been dancing this deadly game of theirs for a while now, and as the party get involved the table will turn for one of them. Tonight we look at what that looks like but flexibility is key for the DM running this adventure. So sit back, grab a coffee and let’s roll into tonight’s adventure.


Sorcery and Scum

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Sarline

First off tonight we are looking at the main spectacle – The identification of the Feline Filcher through either attending a party as guards, if they set a trap for her or something else that we believe will work. The rule here is what ever the party want to do it needs to be within jogging distance of a street, be open (not an obvious trap) and be cool.

Sarline is a low level sorcerer with the ability to cast some minor illusions and a once-off ability to turn into a cat for an hour when things go really pear shaped. She will primarily move as fast as she can to get out of line of sight and then cast minor illusion to make a door way look like a solid wall, block off a narrow alleyway or the like. She doesn’t have offensive magic and at worst can cast Charm person once per day.

With the plan she can either get the item or not, but the moment she detects the party she will run off and attempt to hide. The party is meant to find her though, so it cant be too difficult. When the party find her she reveals the reason of her thievery is Seth and his kidnapping of children.

Sarline – Created in Tetra-cube.

Seth

Now the simple answer here is that the party don’t believe Sarline and take her into the guards. But, we can’t have that. As soon as Sarline is coerced into revealing Seth’s behind it he appears from behind the party (nearby) “Well, well, well. We can’t have these vicious rumours getting our now can we boys? Best ensure that these sticky-beaks are quietened” he says menacingly.

Seth will be joined by a number of thugs to make it a fun and challenging fight. If Seth by himself is enough for the party (level 1 party) then he has one accomplice

(Bandit) and the others engage Sarline.

Sarline attempts to flee and hide from the fight, if she does escape she runs to free the kids before returning.

Seth is a powerful adversary so the party best be prepared.

Seth – Created in Tetra-cube.

Thanks for joining me tonight as we get a closer look at Seth and Sarline. Don’t forget to come back this weekend for additional content as I have a few things planned. Don’t forget to let me know how you find running these adventures if you weave them into your tabletop routine and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Vulcha’s Prey

Tonight we look at how the party become the Vulcha’s prey this week as they assault the artillery-sized crossbows. This one is a tactical encounter with the method to success completely up to Binding and how they want to approach it.


The Vulcha’s Prey

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The idea here is simple. Stalk up to the killbows, or don’t, Kill the warriors manning them and their helpers then battle the shaman as it lands. How the party do this is completely up to them.

Encounter – The Orruks

For this encounter we will have two Beast-Skewer Killbow wielding Boltboys, two each (four total) hobgrot helpers per bow and as a second encounter a few moments after the 1st, one Corpse-rippa Vulcha and one Swampcalla Shaman.


Beast-Skewer Killbow (Boltboy – Warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If the unit forgoes their move action they can increase their accuracy one step and they deal +1 damage to their ranged attacks.

Attack

Beast-Skewer Killbow: Ranged (Average), 3d6+1F, 3+S Damage, Extreme Range, Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Helper Grot (Minion)

Body: 1

Mind: 1

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 2

Natural Awareness: 1

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Stealth (+1d6), Weapon skill (+2d6)


Traits

Andy Helpa (Grabba Grot): Always uses the Called Shots action during combat targeting enemy’s head, arms or legs. (page 142 core)

Attack

Stabba: Melee (Poor), 2d6, 1+S Damage, Piercing


Corpse-Rippa Vulcha (Champion)

Body: 5

Mind: 2

Soul: 1


Melee: Great

Accuracy: Average

Defence: Great

Armour: 0

Toughness: 16

Speed: Normal, Fly (normal)

Initiative: 5

Natural Awareness: 2

Skills: Athletics (+1d6), Awareness (+1d6), Intimidation (+2d6, +1), Might (+1d6), Reflexes (+2d6), Weapon Skill (+2d6)


Traits

Commanding View: The Corpse-rippa Vulcher and Rider reduce the difficulty of Awarenessand Survival tests by 1 for themseolves.

Night Unkillable: Double Toughness Calculation.

Venom-encrusted: Wounds caused by the Vulcha are increased by one severity.

Attack

Beak and Flesh-tearing Talons : Melee (Great), 7d6, 1+S Damage. Rend, Slashing

Poison Stinger: Melee (Great), 7d6, 1+S Damage. Piercing. If a creature suffers damage from this attack they must make a DN4:2 Body (fortitude) Test or be poisoned until the ned of their next turn.


Swampcalla Shaman (Champion)

Body: 2

Mind: 4

Soul: 2


Melee: Poor

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 8

Speed: Normal

Initiative: 8

Natural Awareness: 3

Skills: Arcana (+1d6), Awareness (+2d6), Channelling (+2d6,+1), Crafting (+1d6), Guile (+2d6), Stealth (+2d6), Reflexes (+2d6)


Traits

Vile Cauldron Brew: Can brew and distribute up to 3 of the below to their allies:

  • Disgusting Elixir: regain 2d6 Toughness
  • Deadly Venom: Piercing or Slashing weapons deal +1 Damage. Targets gain the poisoned status until end of their next turn.
  • Corrosive Sludge: Can Target 1 Zone within medium range, creatures in zone suffer 3 damage.

Spell casting: It knows the below spells and can unbind as per the unbind talent.

  • Arcane Bolt
  • Mystic Shield
  • Skarefog Horrors
  • Summon Boggy Mists

Attack

Bogbark Staff: Melee (Poor), 2d6, 1+S Damage. Two-handed.

Spells

Skarefog Horrors: DN5:3; 1 Creature within Long range. The Target becomes Frightened until start of Shamans next turn. Additional Success increase duration by 1 round OR 1 additional Creature.

Summon Boggy Mists: DN 5:3; Choose a Zone within Long range. The Zone becomes difficult terrain and heavily obscured for the Shaman’s Enemies until the start of its next turn. Each additional success +1 round.



Thanks for joining me tonight to look at the Vulcha’s prey. This weekend I will try and produce another Zine of either combine two episodes of Soulbound campaign or the one that I missed a few weeks back. I have some re-work to do on the one I have on the back burner to get it to the quality I want to publish so I may need to put a bit of effort into that one. Make sure you set aside some time for your Tabletop adventures this week and come back soon,
The Brazen Wolfe

Grut’s Warriors

Friday night is and the bellows of rage and excitement echo through the halls from the Grut’s Warriors as they prepare for battle. Excited for another raid on the avian-folk, the Aarakocra they are not prepared for the ambush that comes their way, or maybe they are. So sit back, grab a coffee and enjoy tonight’s addition to the adventure of this week!


Grut’s Warriors

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Now the backbone of Grut’s Warriors are the bugbear. Hulking medium sized humanoids they are ferocious and don’t underhanded tactics despite their strength. A volley of javelins will whistle through the air before the sickening thud of them plunging into allies marks the charge of the bugbear. Despite being larger cousins of the Goblin and Orc this particular breed of Bugbear share some resemblance of giants.

Created in tetra-cube.
Created in tetra-cube.

Grut – The Giant King

No matter what Grut’s warriors say he is paranoid. Being mislead and tricked by his own kind he has vowed to let no-one trick him again. this has lead his mind to become fractured with an ultra paranoid inner voice driving his decisions and siding against good, solid Giant logic. Perhaps this was the Hags doing, perhaps not.

A big meaty foot and a large club greet any who encounter Grut. Ferocious and fearless in battle he isn’t afraid the lead the charge and his bolstered armour and constitution provided by the mutated hide he carries is a badge of honour more than a curse to him now.

Created in tetra-cube.

Thoughts

The encounter will be tough. 1-2 orcs per player OR 1 bugbear for the initial raiding of the camp. A mix of Orc and bugbear is probably ideal. When there is only one or two remaining they will call for aid from their king who will stomp forward. Balanced at a level 4 party this adventure is increasing the tempo once more – so I am calling some of the bigger shots with ferocious minions wearing the party down, and their resources, and even worse, the leader Grut himself.



Thanks for joining me tonight as we get a glimpse of Grut and Grut’s warriors. As we progress through the year its hard to process we are seven weeks into the year already. Time flies when you’re rolling dice it seems.

Tomorrow I hope to provide something more akin to a discussion topic based on the most common question I encounter in the DMs forum I am attending. So don’t forget to come back for that and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Princes Guard

Friday night is and the excited yips and calls from the Princes Guard echo through the hills and trees. But there is also another malicious presence, one that makes the kobolds quiver and emit the thick stench of fear. The Prince is amongst the trees, in the caves and he does not take kindly to those who would threaten his throne!


The Princes Guard

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Now, for those who are not complete nerds like myself the kobold is a humble nuisance who plays a very important role for all campaigns. They teach the party to never underestimate the lesser races. While one kobold wont do much, a dozen will, and taking into consideration what the lord of monsters, Volo, has to say about them – they love their traps. You will never stumble into kobolds territories without a snare, a spike trap, a falling log, pit traps, badger in a cage or a bag of scorpions falling on your head. These little scavengers and tinkerers are something that’s great about low level D&D.

The other part about kobolds is their uncanny ability to flock to dragons to serve them – and what better dragon than a young male chromatic one. Dragons even in wyrmling states may try and build up their territory and treasure from a young age. The Prince in this story is no different and he happened to find a pack of kobolds in the hills he wanted to live in. What luck!


The Prince

Now this is a rather, err, DM sided adventure. What I mean by that is that these creatures are weak. If you don’t put yourself in their shoes, err, claws you wont challenge your party. The Wyrmling isn’t a terrifying entity, the size of a large dog but smaller than a horse the only thing that makes them truly terrifying is their fly speed and breath weapon. So IF we want to play to our strengths these creatures will swoop in low, breath a cone of cold then fly away. If and only if ground combat looks like its extremely favourable in their favour – or they have some minions to distract the interlopers do they go toe-to-toe.

That being said. The white dragon is note an intelligent beast. Wise enough to know to run it probably isn’t smart enough to work out traps, baits or feints and being a young prince it will probably be extremely proud of itself. This means that if the party can think outside of the box, play dead or set up a well planned or hidden trap the wyrmling will become a very easy fight. Abilities or actions to stop it from flying, or, to hinder its ability to move will ensure an easy victory.

Created in Tetra-cube

Thoughts

The Prince and his guard have made an appearance and the numbers will be in the favour of the kobolds and their leige. However with clever planning and tactics this should be an easy enough fight. However, that is if the party doesn’t get cold feet… Yup a bad nerdy joke. In fact it’s so bad its good.



Thanks for joining me tonight for some more changes to our adventure. But nevertheless don’t forget to come back this weekend for more content including a map of the lair. This weekend I will be joining some of my excellent fellow Warhammer players and running a “Introduction to Warhammer” day. So tomorrow you may have a lot of Warhammer content, some Warhammer and some Soulbound content or just a map. The day will tell. As always make sure to nurture that spark of inspiration and creativity and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Cursed Crew

Friday night is here and it brings with it the tidings of battle. Tonight we look at a cursed crew, burdened with the knowledge that they can never leave their vessel and only the instigator of the curse knows the cure. However that’s not quite right as there is another who knows and who is dying to, well, finally die.


A Cursed Crew

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Tonight I want to broach the thought of hybrid monsters. I am not talking about the delightful owlbear or Seawolf or the like but the mix of two archetypes. The cursed crew that we will be encountering this week are a hybrid between a shadow and zombie. more nimble and spectral that a zombie, not as strong as a shadow but somewhere in between. So I will have a go at marrying the parts we need and see where we end up.

Created in Tetra-cube.

Thoughts

The idea behind these creatures is that they are the bound crew to the ship, except the captain of course and one other hidden one. But that’s for later.

They shouldn’t be able to do anything more than they could in life its just that they are affected by less. A normal strike, blow or cut from a normal weapon that would remove an arm connects but the semi-spectral body doesn’t appear to affect them as much. They aren’t meant to be strong as reflected by their actions but they are a pest that is hard to kill and they fight as they would be used to by now. By swarming and hoping their semi-spectral blades connect (reflected by poor to hit and damages).

Due to the increased durability they are more of a threat than a zombie but less than a shadow – but CR1/2 is probably the most suitable that we will come across.


As we wrap up another week here make sure to set aside some time for your hobby this weekend. I have a little goal to try and get a small force of Nighthaunt ready for a “let’s play” event I am assisting with in a few weekends time. For me this motivates me to pain models, something I struggle with, but it also has me excited to paint a few models I have in boxes still. So hopefully I will be able to field something other than Ghouls, Ghosts or Rats in the near future.

Don’t forget to come back to see what else helps to inspire this weeks adventure and, as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Risks with Research

Tonight we look at the risks with research as the creatures that hunt, and haunt these lands make an appearance in tonight’s encounter. First off we have the Orruk warclans who have made an appearance but we also have something a bit more spooky. So sit back, grab a coffee and let’s roll on with tonight’s encounter.


The Risks with Research

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The encounter this week can be run in two parts. If the party decide to leave during the day they may be shot down (check involved to control the vehicle) or if they wait until the night then they are attacked by the Orruks on dusk. Regardless if they are still in the camp or in the hills at night the nighthaunt will come and attack them..

Encounter – The Orruks

With the content from Monday night and if any of you play Age of Sigmar it may be obvious that we have the Kruleboz in this weeks adventure. With our party being effectively 4 people strong and most able to down a single target, or two, a round let’s look at the below.

Two minions per person, One warrior per person, and an optional one champion or chosen per party.

For this encounter we will have eight Hobgrot Slitta’s, three Gnashtooths and one Man-skewer Boltboy.


Hobgrot Slitta (Minion)

Body: 1

Mind: 2

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Guile (+1d6), Stealth (+2d6), Weapon skill (+1d6)


Traits

Swarm: 3+ Hobgrots in the same zone form a swarm, +1d6 to attacks and +1 Toughness per Hobgrot

Stab ‘Em Good: +2 attacks with their Slitta’s when they charge.

Attack

Slitta: Melee (Poor), 2d6, 1+S Damage, Slashing

Bangstikks: Ranged (Average), Blast (2), Medium Range, Loud. If damaged a creature makes DN6:1 Body (Fortitude) Test or become poisoned until end of next turn. Next blast weapon in same zone deals +2 damage and ignites gas, Zone becomes minor hazard for 1 minute.


Gnashtooth (warrior)

Body: 2

Mind: 2

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 1

Toughness: 5

Speed: Fast

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Might (+1d6), Stealth (+1d6), Weapon skill (+1d6)


Traits

Pouncing Predator: On a charge action it adds +1d6 additional (a bonus 2d6 in total) to pool for attack. If deals damage target is knocked prone if Medium or smaller

Attack

Teeth and Claws: Melee (Average), 3d6, 1+S Damage, Slashing and Piercing


Man-Skewer Boltboy (warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistics Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If they done Move increase accuracy by 1 step and deal +1 damage for Ranged Attacks until start of next turn.

Attack

Man-Skewer Crossbow: Ranged Attack (Average), 3d6+1F, 1+sDamage, Long Range. Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Encounter – Nightfall

At night the Ghostly forms of Nighthaunt rise from the tents in the Research base. Perhaps those who Nagash cursed during death as a way of obtaining the knowledge on the Amberbone, or preventing Sigmar from getting it, or just adding more ghostly forms to the army. Either way we have difficult to wound creatures attacking at night and it comes with the Risks with Research.

As these are all Warriors (no minions for nighthaunt) I will incrsease the warrior allowance to accomodate for this.

For this encounter I have two Myrmourn Basnshees and three Chainrasps and one Dreadwarden


Myrmourn Banshee (warrior)

Body: 1

Mind: 3

Soul: 1


Melee: Average

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 5

Speed: Normal (fly)

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Channelling (+2d6, +2), Stealth (+2d6), Weapon Skill (+2d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Mournful Cry: Action after consuming a spell (Spell-eater) All creatures within medium range that can hear it, DN5:2 Soul (determination) test or become Frightened

Spell-eater: Once per Turn, Unbind a spell as per Unbind Talent

Attack

Chill Dagger: Melee (Average), 3d6, + S Damage, Piercing. Damage from this weapon ignores Armour


Chainrasp (warrior)

Body: 2

Mind: 1

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 0

Toughness: 4

Speed: Normal (fly)

Initiative: 1

Natural Awareness: 1

Skills: Weapon Skill (+1d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Chill of the Grave: 2+ Chainrasp’s are in same zone, zone gains a minor hazard. Damage from Hazard ignores Armour.

Attack

Malignant Weapon: Melee (Average), 3d6, + S Damage, Slashing


Chainrasp Dreadwarden (warrior)

Body: 3

Mind: 2

Soul: 2


Melee: Good

Accuracy: Poor

Defence: Good

Armour: 0

Toughness: 7

Speed: Normal (fly)

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Weapon Skill (+2d6, +1)


Traits

Dreadful Cold: If in same zone as 2+ Chainrasps their Hazard (Chill of the grave) becomes a Major Hazard. Damage from Hazard ignores armour.

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Forlorn Light: Other Chainrasps in same zone have their defence increased by 1 step.

Lifeless: Immune to being Charmed and Frightened.

Attack

Great Malignant Weapon: Melee (Good), 5d6, 2+ S Damage, Slashing, Two-handed



Thanks

Well tonight was filled with some insight into encounter building for Soulbound as well as a few creatures from the core rulebook as well as Era of Beasts. So I would encourage you to check them out as they go into a lot more depth than I have covered here.

Don’t forget to come back this weekend as we explore our last story-line NPC for the adventure and as we continue with this Soulbound adventure. As with all dice rolls if something doesn’t look or feel right when you are generating your encounters I hope you take this advice and re-roll it. Random encounters and random elements of the game can hurt the narrative or enjoyment for your players. It’s important as the custodians of our players enjoyment to safeguard their experience against these resin, or plastic, RNG generators. So take this free re-roll and come back soon,
The Brazen Wolfe

Denizens of the Crypt

Welcome to Friday night, also known as fight night, where we look at the encounters and meet the Denizens of the Crypt. There is a certain nostalgia that comes with fighting zombies and skeletons in a crypt. And what crypt isn’t complete without an unholy artefact that causes anything that dies in the crypt to come back as a zombie. Yep those bandits that died or are dying in those hallowed halls are about to join the fight once more.

Tonight’s stat-blocks were sourced from Tetra-cube and, as a bit of variety for content moving forward I have also include some Soulbound statblocks too as we may be seeing more souldbound content this year than originally planned.


Denizens of the Crypt

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D&D Stat blocks

The humble zombie and skeleton, no more iconic duo in crypts and tombs could there be found. Except for maybe gelatinous cubes and giant rats. The idea is to have between 2 and 3 per encounter block. The zombies will be where ever the bandits would fall in the halls or rooms of the crypt, skeletons behind locked doors or near chests, where they died defending or trying to fight over the cursed gold. For map reference we can look at yesterdays maps Dark Forest & Darker Crypts.


Soulbound

The idea behind soulbound is you have 2-3 minions per player, 1 or 2 warriors per player and a single champion per encounter. If we want to set this up to be a more challenging encounter we may add in a Chosen but that increases the difficulty substantially.

For our Minions we have the Deadwalker Zombie – the fallen bandits. For those cursed souls once trapped here we have the death rattle skeletons and our warriors for this weekend are the Graveguard.

Minions

Warriors

Champions

Chosen


Environment

We have a few thigs here. Unstable walls, treasure chests, a secret door and traps.

Some doorways are blocked, as can be seen by rubble around the bottom of the door, which might need a moderate test of strength and some time to remove. Or another way can be found into the rooms on the other side.

Throughout the halls there may be traps and other hazards with darts being shot from the wall or spikes dropping from the ceiling if a pressure plate is triggered.

There is a little notch on the wall to the right of the secret room, this is a button that looks like a wide mouthed grinning skull. If they reach into its mouth there is a button there that releases the door and it opens – a bit of a test of faith than something terrifying here.

The breakable wall here will have a little crack in the stone that if people deliberately (and successfully) examine the damaged wall they can see through to the other side. This should hint to another room here.

The cursed altar is an easy one. Light the flames and the undead will stop rising in the crypts. If you use holy magic or something creative enough that would look at purifying it (prayers, spells, holy water, incense etc.) then that will keep the fires lit indefinitely rather than just a period of time.

Thoughts

Both the D&D and soulbound adventure for this map will be a lot of fun. You may notice I didn’t include anything for the forest map as I want to keep this more as a random encounter zone or if the party bring the fight out of the crypts and into the forest itself.

The same wild creatures as what would be from last weeks adventure – The trouble with birds can work here but you can also add other larger creatures like bears and such. Goblins (Gitz for soulbound) also can work treat in this zone as its already got a lot of juicy mushrooms.


This week has been a bit of a weird one. With the D&D OGL1.0a changing this week there is a bit of a large departure from the D&D 3rd party content creator community. Personally I will continue with what I am doing, so far its not resulting in any extra paperwork that I have to continue but you may find that I will reduce the D&D specific content (stat blocks) and move to a more system agnostic approach.

And with the closure of the week that see’s tonight’s content finish. I am looking forward to bringing more soulbound into the content here on the blog and into the local community where I live. I think its a great system and if you want to feel like a bad-ass hero then it may be right for you. There is also my old favourite, Openlegends.rpg that is a great system for versatility and customisation where which may sneak its way back into here. We will see.

As always with the weekend here don’t forget to plan some tabletop time and as always, don’t forget to roll with advantage,
The Brazen Wolfe