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

The Trouble with Birds

Tonight is the end of week write up for the first week of 2023! to mark this occasion I decided, admittedly too late, to produce a zine, The Trouble with Birds. This aims to be the first of a few adventures this year that I want to get into this condensed booklet format so I do hope you enjoy!


The Trouble with Birds

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As the party arrived into town the colours of the bunting, poles and decorations spoke of the celebrations that were yet to happen. People were rushing to get their work done quickly as the Cherpa Hen festival was only a day away. Looking at the note clutched in their hands the party was meant to look for Gerald, the halfling. 

This was more trouble than it appeared to be originally as the streets were full of halflings. 

A large group started to cause a ruckus near a fenced in pen nearby and the party were drawn to the conflict. 

โ€œYou canโ€™t put that there. Thatโ€™s for the Hens!โ€ a voice called out. 

โ€œNot that we have any bloody hens at the moment. They have all gone up and took off havenโ€™t they?โ€ a second, intoxicated man said from nearby. โ€˜What are we going to do huh? What is Gerald going to do โ€˜bout this?โ€™

โ€˜I have sent for aid. The finest adventurers will be arriving any moment now to relieve..โ€™ the short man stopped as he spied the party. โ€˜Make way! Make way!โ€™ he called as he pushed through the gathering of halflings and a few humans. โ€˜You got my advert! Here you go, fine people-adventurers in fact!. All is well!โ€™ he called as he shooed the party into a nearby general store. 

โ€˜I do hope that you can help…โ€™ he muttered to himself as he sat on a nearby stool. The noise from outside seemed to have quietened down by now. โ€˜Our hens have gone missingโ€™. 

Cherpa – sourced in nightcafe.Studio

PDF adventure – The Trouble with Birds


A lot of time goes into making these Zines and I also elected to re-write some content from the week to make it flow a bit better. So if you do like these please give the adventure a go, It’s free and beginner friendly but meant as a guide to the adventure. These aren’t quite there yet as being beginnder DM friendly as many of the rules and interactions are deliberately left out. This is a starting point for the adventure, the rest is up to you!

Next week we move onto another one shot where I am hoping to explore some more and perhaps even fall into a crypt! So don’t forget to come back next week when you set aside some time aside for your own adventures and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hunters in the Mill

Tonight we look at the Hunters in the Mill with out instalment of Friday fightnight! These creatures are generally not used in many adventures but they would make a great addition to any wilderness or rural encounter. Or urban for that matter, where ever you may have a need for someone to buy exotic pets. But enough of this and let’s roll into tonight’s encounter.


Hunters in the Mill

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As the squeaking intensified so did the unease in the cherpa hens. What ever was hunting them was close, somewhere in the gloom of the mill. A flurry of fur and a long bushy tail gave away the creature as it moved, it was big, the size of an average dog perhaps but it was sleep and slender. Across the other side of the room the same rustle, the same glimpse of a tail and brown fur, then another on the rafters above their head. It was either fast, or with a sickening thought, there were many of them.

Giant weasel – sourced in Tetra-cube!

The leader

No sooner than they had started to let the large birds out of the mill the sounds of scratching could be heard. It was at first faint, then it grew in intensity. Slowly the urgency continued until a frantic pace was achieve then the largest weasel that any one had seen in recent memory burst forth. It tackled the last hen that was leaving the mill and brought dagger like fangs into the neck of the foul. The birds were strong though and it managed to thrash the weasel off its back and fly to the rafters. But that’s also when it noticed the party. It’s slain pack laying at their feat and the smell of their musk and blood drenched into their clothes. With a squeal of rage it launched itself at the party, its sharp claws, sharper teeth and thick hide ready for a fight.

Dire weasel – created in Tetra-cube!

Tonight is a nice easy two part encounter. Creatures with keen senses (hearing) would detect the dire weasel pack alpha before it attacks. But if they don’t then it ambushes them as they are weary after fighting its kin.!

This weekend we will expand a bit more on some of the content I want to include in this weeks adventure without going too in depth. This is meant to be a nice intro into the system and new world that we are spinning up this year and its meant to be simple at first. So don’t forget to come back tomorrow and Sunday as we wrap this week up. Don’t forget to keep some time aside for your own adventures in life and don’t forget to roll with advantage,
The Brazen Wolfe

Encounters in the Frozen Wilds

Tonight I wanted to share some stat blocks that can be used for encounters in the frozen wilds. When looking at wildlife encounters in naturally cold places you can expect bears, wolves, big cats and the like to be hunters. It will be no different in D&D and especially the wilds near and around Snowtown. As much of a threat the Enchantress and her snowman army is there will always be the chance of natural predators stalking our party. Tonight we can look at that a bit more.


Encounters in the Frozen Wilds

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Ambush

The ambush predators, such as big cats, are likely our first encounter. Leopards, tigers and even sabre tooth tigers can all provide a moment of panic for our party. These cats generally hunt alone (unlike lions) and will attack the party from ambush. This makes them fun little random encounters for the wilds.


Pack hunters

The next category is easy, pack hunters. Primarily wolves will be our focus here but there are a plethora of wolf types (and subtypes) in D&D. One or two or a dozen just make sure that its about half what the party’s max is to just give them a sense of danger without being actually dangerous.

Solo hunters

Solo hunters as also relatively easy. Bears. Brown bears, black bears, polar bears and the dreaded owlbear. These creatures generally have a close knit family unit or hunt solo. They are generally an apex predator and they know it so they wont mingle with other creature and may even hunt the other predators nearby.


These creatures can throw something a bit more towards our party and make the time between travel a bit more enjoyable. Some people find Travel boring but if you throw in a few random encounters where they are the prey and not the hunters it can spice it up a bit.


I think it’s only fitting that my 365th day writing in a row finishes with one of my favourite creatures of all time. The Owlbear. Ever since I discovered them, quite some time ago, I have had a fascination for them and even wanted a ranger character of mine to find a chick and raise it as a companion. Thank’s for joining me again tonight and don’t forget to come back for more content in the coming days. Thanks to those who have joined me recently and those who have been with me for some time. Your support and attention to my creative hobby here has truly made it worth while. Don’t forget to spend a bit of time for your own hobbies this new-year period and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Battle down the steps

The twenty third day of dice-ember brings the creature which give meaning to the battle down the steps. These two creatures could not be further apart. One forged by magic, the other an ambush predator found in caves. Both of them enriching to our encounter and the story overall. So sit back, grab a coffee and enjoy the creatures.


Battle down the steps

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Snow Piercer

A relatively unknown yet horrifying fact about creatures in this world is that they adjust to their environments. Perhaps one of the best examples of this is the piercer.

An ambush predator by trade it hangs onto cave roofs amongst stalactites and waits for creatures to walk underneath. Once the prey is there it releases its grip on the roof and plummets down to the prey. Its weaponry is tailored for such a fight, a large, thick hard tail that looks like a rock that it uses to impale its surprised prey before turning around to munch on it with its mandibles.

Now these creatures would not be very good in areas where there isn’t standard stalactites so these creatures have been found to adapt. The case in point is the snow or ice piercer. These creatures look like a frozen icicle, opaque yet still deadly. Other than their white-blue skin and wet appearance they act identically to other piercers found out in the wild.

Created in tetra-cube

Encounter

I would imagine between two and three per two party members will be plenty. These aren’t meant to kill or significantly delay the party but to throw in some tension on their way down the stairs. It also goes with the theme of Dice-ember. “False Appearance” which can create both apprehension and excitement for our parties.


Frostkeeper Construct

The Frostkeeper construct is a shell, a suite of magical amour that protects the broken form beneath. That’s what it was originally intended to be anyway. The Frostkeeper construct created by Aster Sepharin was to preserve what remained of Mark Kenderson’s body after her construct injured him. The idea behind the construct is to form an icy armour around the soft damaged human parts but what Aster got was much more.

This construct is tough, resilient and brutal. Able to rein significant punches and kicks with its enhanced strength as well as immune to many things that mages take for granted. However it is still weak to fire do to its tendency to defrost.

Created in tetra-cube

Encounter

In combat this thing will stalk its prey. Its not smart or cunning but it has its set of orders, “protect yourself until the human form can be restored”. Due to this if it senses any hostility towards itself it will attack – Aster found this out when she turned against her creation.

The creature will attack from the darkness and relentlessly lay into anything with exposed fire, knowing its weakness. If there is a mage that uses fire it will seek them out first and relentlessly beat them to a pulp.


Thanks for coming tonight to stop by and look at the creations for this weeks adventure. Don’t forget to come back this weekend for the end of it all, and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Snowcraft Guardian

The sixteenth day of dice-ember sees the Snowcraft Guardian come to life and ambush our party in the quarry. This creature, err, construct is something that the young enchantress created as a way of defending her lair from those who would wish her harm. But the are by far not her strongest creation.


Snowcraft Guardian

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The snowcraft guardian is compressed snow that looks vaguely humanoid in shape, if you squint a fair bit. Large biceps and forearms have been formed and shards of ice form claws or club-like slabs where the hands would be. These creatures are an ambush predator and will move only once their pray have passed them. Attacking from behind to knock unconscious or rend in two with their eviscerating claws.

Created in tetra-cube

Encounter

Two or three per member should be more than enough as its meant to be a low level adventure. But balancing them according to party size would be fine. Having these and a few animated snowmen or animated snowballs could lower the overall difficulty but keep the encounter at a multi-combatant encounter.

I’d position these near the cliffs, the cart and where the water falls into the mining pit in the centre of the quarry. Moving swiftly as a group to the nearest party member, noiselessly as possible, then attacking without warning. These are not exactly strong enough to down a party member outright (except for maybe a mage) but they are durable and will put up a fight.


That’s about all for tonight!. These creatures are guardians of the cave and won’t let anyone other than their creator into it. But they aren’t smart or very aware of their own mortality so they wont flee to save themselves or avoid fighting near cliffs and such which could cause perilous to them. But don’t forget to come back this weekend for more content where we explore more journal entries and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Animated Snowballs

The ninth day of dice-ember brings us animated snowballs. These constructs are fast when on a roll and can be lethal as larger group as they attempt to grapple, restrain and smother creatures. They are also such tiny creatures so how hard can defeating them actually be?


Animated Snowballs

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The Animated Snowball’s tactics are quite simple. Using their psuedopod-like arms they grapple (the reason they were constructed) and aim to bring down and smother their target. Weight of numbers and luck is what they have on their side (as well as being nearly impossible to detect in the snow or amongst an avalanche.)

These creatures will target a party member in groups of 3 or 4. Hoping to grapple and restrain a target and begin to suffocate them. Now suffocation isn’t a super great tactic but it does play mind-games with the player when you tell them that their character is now being suffocated and can not breathe.

Created in tetra-cube

Encounter

I would think that 2-3 per party member would be enough for a difficult encounter at low levels. This is mainly because of the ability to deal with multiple targets per round at lower levels is generally limited to magic or feats such as cleave. The spell slots of low level characters limits the AOE potential whilst cleave requires a non-grappled character to kill a snowball.

Attacking during an avalanche means that these may be able to stealth all the way up to the party. This makes for a nice surprise round where perhaps panic and confusion can come into play.


That’s all for tonight!. Don’t forget to come back this weekend for more content where we look more into the Snowman and Snowball and, as always, don’t forget to roll with advantage,
The Brazen Wolfe