Magnifico Vault

A cave adventure tonight with fun use of shadow and light when exploring the Magnifico Vault. Trying to get the blend between natural rock and made stone wasn’t the hardest thing wit this quick map tonight – trying to get scale of the rocky cave walls was more difficult and, I think, the overlapping cave walls did that.

So sit back, grab a coffee, and let’s explore tonight’s Map!


Magnifico Vault

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Magnifico Vault – Created in Inkarnate.

The cave entrance would appear to be like any other cave. The stone was remarkably flat compared to other caves that the party would have gone to especially when leading to the statues. Well in this case the platforms where the statues were found. A truly astute dwarf of stone mason may make out the worked stone around the statues and how it leads up to the wall itself.

But the wall is not as the party would remember with a gaping hole beyond. A cavern that has been worked to be smooth by an expert mason or via magic awaits them. One cavern wall is slabs of stone mortared together and forming a man-made wall to the ceiling, the other side is rough stone encroaching into the worked area. A large statue in the front end is an imposing figure looking at a large glowing sigil in the stone.

In the centre of the circular magical stone slab lay a intend that looked like a helmet would be resting in the stone itself – but its missing.


Several rock layers were used to get it looking… ok. Some parts are a bit rougher than I would like but a lot of that was only revealed post flattening of the image to a single layer. Three or four layers were used to get the flooring to the right texture and the rest is pretty easy. I love using light as a way of emphasising parts of maps and hinting at something more than meets the first glance.


Thanks for joining me for another map making night. Don’t forget to come back tomorrow to finish off the week strong with the encounter stat-blocks and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Switch and Lift

The party are dismayed to find that the vault is not all its made out to be as they realise they have been the victim of a switch and lift. The vault lay open before them, dozens of tiny golems attack ferociously and somewhere nearby someone has the key to calming the creations.

So let’s grab a coffee, put on our runners as we may need to get out in a hurry!


Switch and Lift

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The party looked at the wall in the cave where they found the statues and looked at something new, a gaping hole in the wall. Something similar to acid had eaten away at the craggy stone wall that lay behind where the silver statues had been when they were last here. Movement could be heard beyond and the sound of steel leaving scabbard came from Captain Claud.

“We are not alone it seems and it’s as I fear. Someone else bet us here.” he said as he moved to stand next to the party. “Be prepared for traps, guardians, large bears. Magnifico was known for many things but one of them was not kindness for those who snooped amongst his belongings.” Almost on queue the sound of something walking towards them from the opening in the wall. A kind of heavy footstep and scrape.

Slowly the figure of a three foot statue stumbled forward, the stone features on its face an expression of joy as it moved with animated life. “Gods, its one of his golems.” Claud murmured as he stepped backwards. “Don’t provoke…” he began a moment before the creatures eyeless face looked at him and skittered with unnatural speed at the party. Blade like stone appendages extended from the clublike firsts of the creation as it rushed forward to attack.


The golems were nearly endless, there had to be something, a failsafe of some kind that would stop them from attacking. Whoever had got here earlier must have it and they would be surely directing the constructs. However despite the feeling of being watched the only thing they managed to catch a glimpse of was a shadow at the edge of their vision before another golem rushed at them.

The creatures were not overly strong but they were well made, durable and relentless. After the second dozen of the constructs had rushed at them they began to realise that perhaps, there were too many for the party to be able to deal with. Pushing inside the room where they rushed from they could see a similar melted hole that had been cut into the roof, an exit point with sloughs of melted stone, rock and dirt piled down underneath. But the sheer number of golems in the room standing motionless, surging under the hole and gradually creating a ladder of each other bodies and the ones that were heading towards them still was impressive.

A wave of movement told them that danger was behind as Captain Claud launched several alchemist fire vials behind them, sealing them between the golems and the sticky fire. “I am sorry about this but I can’t have anyone else getting those golems. If we can’t control them then I will have to bury you with them until I can get a mage to come and pacify them. I wish it didn’t have to come to this, truly, but I’ve got no choice.” he said with little to no sincerity.

As he darted away the golems surged onwards towards them, however something else happened. A rope was flung down from the hole in the ceiling and a woman’s voice rang out. “Quickly! Climb while the captain has gone. You don’t have long before they send people to investigate this hole.” a shadow of black leather could be seen at the entrance to the hole in the roof, and a way out of the trouble they are in.


Thanks for joining me tonight to look at the next part of this adventure ark. Don’t forget to come back the remaining days this week as we continue to grow this adventure and conclude it, on Friday. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cloaks and Cudgels

Not everything is straight forward in this work and we know that best when we are adventuring beyond the walls of the tavern and out there on the streets, in the caves or in the dungeons is where cloaks and cudgels are most often to be found. Tonight is no different where we meet the Captain of the guard a bit more and get a glimpse of another interested group in what the party found.

So let’s sit down, grab a coffee and keep our eyes peeled and ears focused!


Cloaks and Cudgels

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The party left his office and he stood and paced nervously. He had tried to win them over with the kings reward but he was not quite sure if it had convinced them to take him to the location where they had found the statues. He had another plan up his sleeve though, one that he was sure would work.

Opening the window shutter in his office he waited and watched as the party got to the front door. Just as the messenger nearly collided with them. “Captain Claud!” the messenger called out urgently. “The dark wizards are making a move on Magnifico’s vault!”

Claud suppressed his mirth, the messenger was a middle man, one that had to believe what he had been told. “Speak up man. Someone get this man a drink!” he bellowed as he rushed over, making sure to catch the eye of the party as he knelt next to the man and offered him a drink.

“I heard from my contact via the sending stone that they had seen the Dark Arcane, that group that have been causing trouble in the city heading off to the south. He believes that he has reason to believe that they are after Magnifico’s vault not that its been uncovered.” the man paused to drink from the cup of water. “He said that they were on the way there now, something about knowing the location from tracing one of the statues.”

Guard Captain Claud Flay – Created in Nightcafe.

Claud knew that his plant in the group would pay off. But he always had another plan up his sleeve and this meant that he may be able to convince the adventurers to take some of the city guard with them to the vault. “Where are they now? Can we track them and stop them before they get to the vault?” he asked the messenger.

“I don’t know. The sending went quiet and I haven’t heard anything since.” the messenger replied.

“They may have found him. If we can rescue Steve in the process of stopping them we will, he is a valuable asset to the cities watch.” he turned to the party, “I implore you, can you lead us to the vault. If what the messenger is saying is true, what Steve told him, then we may not have much time to follow them. I hope you can take us to the vault to stop these arcanists from getting access to the magical artefacts and weapons within the vault. If not, a map or anything will suffice if we can get there before or just after they do.”


Captain Claud wasn’t the only one with spies and Steve played an exceedingly dangerous double game. After initialising the contact with the messenger Steve reached out to his second employer, the Crimson hunter.

Jessica Fridea – Created in Nightcafe.

Jessica Fridea listened to the report from Steve, the double informant, and she grinned. It wasn’t every day that one of her hunches would pay off and now she had a massive score to settle. The Vault of Magnifico was something that people had been searching for for decades, and now an adventuring party may be the ones to take her to it. If she could tail them she could prevent the king or any secondary, tertiary or other parties in getting involved. As she stood at the outskirts of the city she waited for the next move.

It wouldn’t be long until either the guards or the party themselves would make their way out, this was the main gate in and out of the city and she had watchers posted on the other gates. If they left the city she would know and then her order would be able to finally get their hands on the treasures of Magnifico.


Thanks for visiting tonight to meet some NPCs for this week. Hopefully the twist later this week isn’t already revealed but I think it should be a surprise for most! So don’t forget to come back daily to stay in the know and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Man Made Army

Some days its hard to find the right people for the job, let alone to join and army, and that’s where the man made army comes into it. A man made army means you don’t have to employ the perfect people, you create them. But it usually comes with a catch…

So let’s grab a coffee, sit down and put chisel to stone!


There comes a times where the use of magic does not just create a vast leap in warfare, defence, agriculture or learning but it creates an opportunity. The opportunity for greed, or for profit or for both good and evil. The creations that Magnifico spun out of his workshop are such a cautionary tale and the people who searched for his vault are just as bad.

But searching or not the vault has been opened, the creations of the wizard are loose and soon they will be used for great good, or great evil. A band of adventurers stands in the way for opposing forces who only have their greed and desires front of mind.


Man Made Army

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Magnifico The Crafter – Created in Nightcafe.

The party was unsure why soo many people swarmed around them at the tavern that day. They had just come back from exploring a cave where they found a series of immaculately crafted statues that they brought back to the city and sold for a tidy profit. However it appears that several people considered these statues more than just an art work to display in their manors and houses of people with too many coins and not enough sense.

As they pushed passed horde of people harassing them they were stopped by the city guard. “All right you lot clear off.” one of the guards bellowed over the top of the people nearby. As the people scattered the guards smiled at the party. “Sorry about that, word on the street is that the statue you found was an original Magnifico.” the guard said with a smile that let on that he knew more than he was letting on. “To verify these reports, you’ll have to come with us and for your safety of course”.


The party learnt a great deal more than they had or would ever want to know about the wizard known as Magnifico. Specifically that he was a great craftsman who had created an army of golems which he used around his keep. He has locked away his creations and has refused to tell people where they are. Many have tried to get the information out of him as an army of golems is too valuable of those of noble or malign intent, however all that attempted have not not been successful and his rumoured power has been proven many times.

But with these statues being revealed in a place so inconspicuous as where they were found it could only mean one thing, the wizard had a vault near by and, potentially, the rumoured golem army could be within. People will be dying to find out the caves location as anyone who desired power, or could use an army, would be after them. The guards offered the party a job from the king who was preparing his forces to march on a neighbouring country. Bring him the golems and retire comfortably for life, ignoring the fact of hundreds of peoples lives being lost and it could be a pretty sweet deal. However, there were others who looked at the party with hungry eyes.


Thanks for visiting tonight for something that may sound familiar. Hoping to have a familiar hook compared to something I completed earlier this year but with a different twist involved with this one, mostly. Don’t forget to come back each day this week as we continue to expand this adventure, and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Plentura’s Storm Chasers

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think its still working well so without any further waiting I present Plentura’s Storm Chasers, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legend RPG, D&D or any other RPG System.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Plentura’s Storm Chasers, and that your rolls are made with advantage.


Plentura’s Storm Chasers

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Unrelenting Storm – Created in Nightcafe.

A powerful storm swept across the plains, heralded by fierce winds that bent the crops and drove animals to seek shelter. The hailstones that followed caused widespread destruction, bludgeoning many animals and the other unlucky souls to live on the plains to death. As the storm moved towards the capital, Plentura, messengers warned the king of the approaching tempest. However in his madness he declared war on the storm and sent his knights and mages to battle the force of nature, however they were unable to defeat it. So he offered a new reward for any brave or plucky adventurers who were willing to take on the task. Despite the danger, a few brave souls claimed they could and once they heard the request and saw the madness in the eyes of the king they saw reason.

The party leave for the capital of Plentura where they, like many other adventurers, are drawn to the obscene reward that anyone who can complete the kingโ€™s request will receive. However the request is insane, defeating the storm that is on the kingdomโ€™s doorstep.


The party leaves the palace and sees the thunderhead moving towards the city gradually on the horizon. A series of lightning bolts strike the ground at the centre of the thunderhead which is surprising to a few of them. As they are escorted from the palace the young guard who is walking with them is pointing out different parts of the wall, the buildings and so forth. He takes them to the wall to look at the storm thatโ€™s coming standing there looking at it. โ€œWeirdest storm I have seen. The kingโ€™s sending the army out again tomorrow to go and fight the stormโ€ an older guard says without hiding his disagreement as the party stops to stand nearby.ย 

โ€œI hope it doesnโ€™t hit the telescope. My grandfather used to use that to look out across the plains when we had the greater orcish warlords a century ago. He said he could see the colour of the warlord’s eyes using that thing.โ€ the young guard said as he watched the lightning strike several times again.ย 

โ€œI swear it keeps striking something or being controlled to strike in the way it does. Lightning doesnโ€™t strike the same place without a good reasonโ€ A palace mage said as he looked over across the plains. He, like the older guard, was obviously nervous about going on the warpath against a force of nature.


PDF adventure – Plentura’s Storm Chasers



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cyril Brightmorn

Tonight I go back to working on my party of five for Openlegend RPG. Utilising the character creation flow that I started with Ci’ara Stormbringer, Vimbol Forgeblow and then Glendor Woodtusk and Wenton Humblewood. Tonight I bring to you Cyril Brightmorn, a cleric of the Lightbrigner and powerful healer and defender of the group. While not as durable as Glendor or as powerful as his other companions Cyril excels at healing and seeking direction from higher powers.

So let’s grab a coffee herbal tea, sit back with Cyril Brightmorn – the Morning Herald.

Cyril Brightmorn

Cyril Brightmorn – Created in Nightcafe.

Background

Born into the streets of a large city he grew up poor, a tale as old as time really, and he spent the first dozen years or so of his life in a street gang. It was not an easy life and the darkness of the allies, warehouses and the building where he and the other street urchins were sent to work always terrified him and this fear of the dark caused him to get into more trouble than good.

On one such job, to ambush a group of travellers in an alleyway his fear of the dark melted away when a stranger, one of the travellers, walked down the narrow path bathed in light. The sight was so stunning, so beautiful that his fear melted away. When he came too he was at the steps of a church to the Lightbringer with a mote of radiant light hovering above his head and a cleric, dressed in a tunic over his armour held out a hand for him to take.

Several decades later and he serves the church as a herald of the light. So taken was he by the word of the church and the blessings of the Lightbringer that he always wished to follow the light, spreading its word and aiding those he could with its healing and purging intensity. On his missions he obtained the title the Morning Herald, the one that brings the light as none were as successful of purging the darkness in peoples hearts nor as caring and compassionate as he.

Joining Wenton, Ci’ara, Vimbol and Glenda he travels with them as where they go, darkness awaits and he can bring the light that ensures success.


Abilities

While not as complex as his companions Cyrils focus on healing, restoration and ensuring that they are supported where ever possible and for what ever task is at hand makes him the centre of the battle formation. Enemies that are foolish enough to come close to him will be struck down with the power of the light and rendered immobile or blind after an encounter with its purging radiance.

Banes

  • Immobile
  • Blindes
  • Forced Move

Boons

  • Aura
  • Heal
  • Restoration
  • Genesis
  • Light…(duh)

Feats:

Exceedingly good at healing and ensuring that himself, those in need and his party (more often than not) are healthy and ready to help in the Light-bringers cause. This coupled with his connection to his deity has given him an extra-ordinary edge when knowing when an encounter is to go south so he can prepare the relevant prayer or invoke the right divine power to protect his allies or be best prepared to assist where possible.

  • Extraordinary Healing
  • Hospitaler
  • Lightning Reflexes I

Perks and Flaws:

Chosen by the Lightbringer Cyril has a unnatural connection to his deity to hand out the blessings that the morning brings. This manifests in a supernatural ability to withstand attacks that would fell a normal man as well as to gain insight in what the plans that are laid bare will be successful or lead him down the right path.

Perks:

  • Divine Agent
  • Divine Insight

However not wanting to return to his life on the streets, and putting that behind him he still has not gotten over his fear of the dark, and what lies within and he tenant to being honest at all times has gotten him into trouble more often than not.

Flaws:

  • Phobia (darkness)
  • Honest

Attributes:

A devout spellcaster by trade Cyril is also mighty and tough to crack. A perceptive and divinely intuitive man he provides a support role while still being able to wield weapons if it comes down to it.

  • Perception 1
  • Will 1
  • Presence 1
  • Fortitude 2
  • Learning 2
  • Might 3
  • Prescience 4
  • Creation 5

Links and downloads

Cyril Brightmorn

Thanks for dropping by tonight. Cyril Brightmorn is the fifth in this party which concludes the group of fiveย for an Open Legends experiment that I am looking at. Again I used my process to really hone in on what I want to achieve when creating a character and it continues to work well.

Don’t forget to come back tomorrow for another end-of-week Zine and, 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

Fester Chasm Cliffs

Tonight’s a big one – a lot of little images went into it and for the most part, I am happy with how the Fester Chasm Cliffs turned out. It’s a rather large encounter map but this week we are running away from a blue dragon – well maybe just moving to a better place where we aren’t just easy target practice for the creature.

So sit back, grab a coffee, and let’s explore tonight’s Map!


Fester Chasm Cliffs

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Fester Chasm Cliffs – Created in Inkarnate.

A much wider part of the Fester plains looms ahead where a dragon will have better visibility on you, but also you on it. Not able to fly over the chasm walls and blast breath weapons down into the plain below the open field may prove to be better than the more narrow and sight-obstructed winding path through the plains.

A small stream provides some welcome water and happens to be where the party camped on the way past here last, their camp fire still intact but evidence of it being used since is everywhere. Some grass is here if the party dare to rest and allow their animals to eat and drink but, its not advised if there is indeed a dragon around.


So many rocks. Many of the rocky cliffs are comprised of anywhere between three and more than twenty segments of rocky cliffs. A campfire, some hills and about seven texture paints for the background made up this map which was, a bit more time intensive than I first wanted it to be. But I think I am mostly happy with the effect with the many layers to the Fester Chasm.


Thanks for joining me for another map making night. Don’t forget to come back tomorrow to finish off the week strong with the encounter stat-blocks and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Bandits and Beating Wings

The party make good progress to return with the the goods from their supply run but they are stopped by would-be bandits and beating wings. A big week for a near-end of year adventure this week!

So let’s sit down, grab a coffee and try to avoid more than just the head and desert insects!


Bandits and Beating Wings

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Bandits and Beating Wings – Created in Nightcafe.

The heat was tinged with the promise of a different type of storm as thunderheads could be seen above the rocky spine that lined the Fester Chasm. They had been warned to keep an eye out for bandits from the Ochre Company, the three warriors they had met in the tavern and they had been given good advice. The evidence was everywhere in the sand.

Hoof and foot prints, led around the rocky walls of the chasm that they were walking through and even people could be seen attempting to hide. When the convoy stopped and the armed guard of the convoy rocked up and formed a wall between the potential bandits and the convoy.

“Well, I guess the game is up. I don’t suppose your lining up to surrender peacefully now, Ay are ya?” a large tanned man declared, nervously, as he eyed the party and the guard. “I’ll warn you – we have a wyvern. Yeah, you heard me. A wyvern. We caught it and it follows our orders now. If you don’t back off we’ll summon it!”

A few seconds later and the other men on the side of the road emerged and started to taunt the party and their crew. “Yeah, you heard him. Drop ya weapons and on ya knees dogs.” “Better do as he says or we’ll feed ya to ol’ bitey!” another called.

“They are bluffing… obviously…” one of the mercenaries said, hesitantly though.

“What’s your choice!” roared the would-be warlord.

A voice in the Fester Plains roared back. The reverberating bellow bouncing off the stone cliffs to make it sound even more menacing. A pause shuddered through all those assembled.

“Good one boss. That’s right our Wyverns coming to get ya! Surrender now!” screamed out a younger gap-toothed woman who brandished a large curved sword.

“Shut it!” the leader hissed, terror crossing his face as another roar burst forward, closer now.

The beats of wings echoed through the rocky walls now and the unease grew in the animals first, then the would-be bandits. The bandits broke first trying to run away from the sound of beating wings. “There are no wyverns in these parts.” another mercenary said. “But that sounds bigger. Meaner.” she added.

Blue scaled wings were the first things that the party saw soaring through the wind currents created by the Fester Chasm. A adult blue dragon, young or otherwise it was hard to tell from this distance, had come to investigate who would declare themselves rulers of these lands and, it was here to challenge that rule.

The Horses were the first to start the process of fleeing as they tore forward, the party and their guard able to barely get onboard the wagons as they raced passed. The sound of screaming, terrified men and women could be heard as they thundered past the men and women that just tried to rob them at wyvern point. Now they fled from something much worse.


Thanks for joining me for a big step in challenge this week. I don’t tend to do high challenge rating adventures on here due to the complexity and the nuance between each DM and their table. But tonight with this adventure I felt it fitting to up the ante on a traditional fetch quest to be more life-and-death. Don’t forget that we will continue to expand the adventure each remaining night this week so don’t forget to come back each day. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mercenaries and Merchants

This weeks supply run adventure will inadvertently run into both mercenaries and merchants like trying to scrape out a living amongst the baron landscape of the Fester Plains. Tonight we meet a few of them, some key interactions and perhaps, something that we haven’t considered before as part of these campaign series – hirelings for part of the adventure.

So let’s sit down, grab a coffee and take a load off your feet – the sandstorm is going to make us wait!


Mercenaries and Merchants

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The first sign of the sandstorm came in the sudden rush of a series of two legged, large bird like creatures who dashed past the party and their horses. The City of Orchreweldย could be seen with its tall imposing rock-hewn walls and towers with brown and red flags clearly now and it looked like quite a great number of people were fleeing inwards.

“A Sandstorms on the way. You best move those cloven-feet if you want to make it to Orchreweld!” a strange man, more insect than human called out as he reached where the party were. “Follow me if you want to make it through the gates and hurry!” he called as he urged a large locust like mount to jump and flitter a hundred feet. Needing nothing more than that the sound of the storm behind them, coming from the Fester chasm, motivated them and their steeds to get through the gates quickly.

An assortment of men watched them from the gate and stopped them out front. “Halt. Reason for visiting Orchreweld.” one of the guards, a tabaxi, said with a cheeky flick of his tail.

“Cut that out Tomiaus, there’s a sandstorm coming what more do they need. You can hold them once they are out of the storm.” The insectoid man snapped at him as he thundered past the frustrated looking guards.

“He’s right you know captain… that is the protocol for sand storm.” said the second guard, a younger looking human.

“Yes. Thank you Yason.” said the tabaxi as he gestured inside. “Enter the stables on the left and see the guards there for checking in.” The insectoid man flashed a terrifying smile as he bounced off deeper into the city.

Var’Snikk the Trader – Created in Nightcafe.

The process of sorting out who they were and why they were in Orchreweld was much simpler than the man at the gates had indicated. Within a few moments they were sent on their way with directions of where they may to go as well as names of a few taverns and Inns that should be able to put them up for the time they were staying here. They also were warned about a particular part of the city to avoid where strangers and newcomers rarely left unharmed in some manner.

As they moved through the streets they marvelled at the sand storm that funnelled itself over the city as it hit the walls. Something about how the walls were constructed at the right angle and a little bit of wild magic to keep the winds and sand out of the city. The lack of sky was no problem as several giant drift globes floated above the city streets providing illumination which made up for the darkened skies above the city.

As they moved onwards they saw a familiar giant locust-like creature and a man in a ratty shawl taking saddlebags off the back of it – there were quite a lot of them. As they approached the man turned around and smiled in that terrifying way. “Ah friends. I see that Var’Snikk got you through thee gate just in time. If its no trouble could you be of assistance in taking these bags off of Revoon for me?” the large locust thrummed its wings in recognition of its name. Var’Snill turned out to be a trader, a merchant that specialised in the dangerous desert crossing.

Zaroh Short-Tusk – Created in Nightcafe.
Pralu Short-Tusk – Created in Nightcafe.
Yazmin Defthand – Created in Nightcafe.

The Jade Scorpion

The Tavern they had ended up at, the Jade Scorpion, was a rough yet comfortable establishment with enough space for their animals, as promised, and it was quiet. A group of three women sat at a table in the corner and poked their fingers at a map looking at plotting a course but it didn’t appear to going well before one of them stood up and stomped towards the bar. All of them were clad in some amount of armour and looked like they knew how to handle themselves.

“Three more Rounds Barthos.” the orc said. Her sandy-grey hair matched with her sun bleached olive skin that gave her a worn and hardy look. The Barkeeper handed over the tankards and took the coins in the same motion.

“How goes the planning Pralu?” the barkeep called out to her as she walked off.

“Not good. Zaroh and Yazmin have some doubts about this contract. Something smells fishy and we it looks like it may be the raiders who are a plague in the Fester.” Pralu, shrugged as she moved back to the table.

The other orc at the table called out to the keep after taking a quick drink from the tankard. “Do you think the rumours are true about this wyvern?” he asked, obviously doubting it was a wyvern. “We’re much to dry for one to be out here by itself. This job to help bring it down in its lair doesn’t add up. There’s no cave near where they want to meet, they are asking for people to come at the wrong time of day – when they are most active and it’s suspicious. It’s a lot of money for just one wyvern.” Zaroh added thoughtfully.

“Well if we don’t get a job soon we’ll be in trouble. We’re the best mercenary crew in Orchreweld and we can’t go down like this ladies.” the human added looking at her companions.

“Yazmin’s right. Even if it is the slavers we got to take a chance.” Pralu added with a sigh.

“What about you lot. Do you need mercenaries? I can vouch for these three as being worth their weight in coin.” Barthos, the barkeeper asked the party. “If there is a wyvern out there, you could do much worse than to have these three by your side.”

“Geeze, don’t sell us too hard Barthos. Wow, I’m blushing. Could do much worse ay?” the three women chorused back at the man behind the bar.


Thanks for visiting tonight as we meet four NPCs, technically five, that the party can hope to meet on this adventure. As this continues on from yesterdays Supply run adventure this also mirrors in with “The Bleak” if longer base-orientated campaigns are you’re thing. Don’t forget that each remaining day this week I will expand and grow this adventure further. So don’t forget to come back daily and, as always, don’t forget to roll with advantage,
The Brazen Wolfe