Trusted Axe’s Daughter

Tonight we learn more about the Trusted Axe’s Daughter – the ward of the cartels leader, Garmanel, Gondanel is considered the rose of the cartel, the soft hand at hard business. But that’s what she specialises in, hard business.

So fill up a tankard of coffee as we kick off into tonight’s adventure!


Trusted Axe’s Daughter

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Trusted Axe’s Daughter – Created in WordPress.

The party had a long chat with Garmanel and Gondanel and learnt a what the current problem was. Their long term contract with two well renown merchants had fallen through but the causation appeared to be something that was not their doing. The Trusted Axe Cartel was made up from a group of what was once struggling smiths who were banded together to forge dwarven goods inside the city of Armele.

The cartel had made a good name for themselves and they were exceedingly proud in the quality of their armour, weapons and other goods that they sold to larger merchants who would take it from there. They claimed they kept their investments secure and always paid their debts and left nothing outstanding with client or supplier but this time it was different.

Jeb and Tarnius had taken over the Armele branch of the Five Spokes which was the largest merchant company on the continent. The early engagements and contract negotiations had gone well with nothing changing so the same trust and set up had applied to the already established contract. Goods first with a deposit then the rest of the gold upon final shipment.

Yet they had broken the deal, the goods that they claimed they had been given to them were not what the Trusted Axe Cartel had sent them and had obviously been made by human hands, inexperienced hands at that. The party looked at the information that had been given to them but something stood out. They’d have to find where the dwarven goods had truly gone to if they were to help the Cartel. The gold offered for finding information was good but being friends or even partners the Trusted Axe Cartel would last them a long time as the only thing that outlasted their grudges was their loyalty.

Gondanel finished asking them for help and Garmanel had mentioned the reward, including the long term standings with the Cartel, and as the party thought it over they seemed to relax. The Tavern had attempted to get back to normality and after the old dwarf bought a round of dinks for the tavern it seemed to kick off more. The hothead Garabek left following the trail that he believed would take him to the suspicious humans who were spending big in the tavern just before which also helped the mood of the tavern substantially.

The young female dwarf Gondanel had a short high ponytail of dark black hair that made her skin look a bit darker than it was. Tanned from the heat of a forge she had a lean muscular build but a friendly face. Garmanel on the other hand showed his age and despite still having a broad build of a dwarf their was almost no hair that wasn’t white or grey either on his short cropped head or is long braided beard.

Giving them the night to think on it the dwarves let them know where they could find them in the morning once they made a decision and they left. The party now had a tough decision to make. Potential financial stability for as long as a dwarfs memory is came with a price. Finding those who had besmirched their honour and bringing them to the Cartel for justice instead of to the local guard.


Thanks for visiting tonight for another update for this weeks adventure. Don’t forget to come back the last few nights this week to make sure that you don’t miss anything that happens with this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cold Contract

The concept of a cold contract may not be something that many are familiar with but for the dwarves of the Trusted Axe Cartel its given to the few contracts that are broken before the metal has had a chance to cool down. And this contract is a rather big deal for these dwarves.

So set aside the coffee for now and grab a tankard for something a bit harder as we pay a visit to some dwarves in tonight’s adventure!


The sound of metal striking metal and the hiss of tempering steel is the sound that can be expected from the Trusted Axe cartel’s workshop. But when the sound has stopped and only furious yelling and the breaking of furniture can be heard from one of the adjacent rooms it is a sign that something has gone wrong.

A brokered deal, regular and pay held in good faith goes south and when the deposit is requested the money goes missing. Evidence points to foul play by the once clients, but there is more to this story than clients that want to skip out on the bill. Rivals, spies and even a take over are setting the forge cold and the anvils gathering dust.


Cold Contract

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Cold Contract – Created in Copilot.

The upbeat merry song that caused the patrons at the Silver Ring Tavern to dance and sing along to the rather trashy and raunchy song continued to play as meals were brought out, tankards were brokered and the patrons not dancing engaged in games of chance. A gathering of well dressed men had taken over the largest booth near the back door and were spending gold seemingly as fast as they could while barmen and barmaids rushed back and forth with more ale, wine and food.

The song came to the end and the sound of applause and merriment rang out. This had been the norm at the Silver Ring Tavern from the party’s experience as they sat and enjoyed a few hours of joviality and good food while preparing for the next leg of their journey by cart and wagon. The sound of a door slamming open heralded the end to the good mood as half a dozen broad, angry dwarves pushed in. Each of them had the same tattoos on their right hand that marked them as the Trusted Axe Cartel – a group of merchants and well known smiths.

‘Where the bloody hell is the bastards?’ a young fiery dwarf called out causing the last moments of merriment to stop completely. ‘Where is Jeb and that long eared elf Tarnius or the pricks who sold them shite gear?’

When those in question didn’t come forth the dwarves started to walk amongst the tavern looking for them. The oldest dwarf, much less angry and more solemn limped up towards the barkeep and placed a bag of coin on the bar before whispering some hushed words. Soon one of the dwarves were at the party’s table and was looking them up as she was about to ask them some questions when the angry one from before roared out. ‘Who was sitting ere’?’

The corner where the well dressed, and wealthy, men and women were sitting lay vacant with a dusting of snow from the door that had not yet melted from the warmth of the hearth. ‘You adventurers don’t know anything about a group of merchants do ye?’ the woman asked them. She was much more calm talking than her counterpart who had now left the building to check outside with two of his companions.

‘Ye see we had a contract with Jeb and Tarnius to provide weapons, gear and armour to them for their guild for the next year – it is an ongoing contract and so the goods have been taken but the payment was to be in full once we provided the last of the kit. But we got a messenger this morn’ who came with the contract cancelled claiming that the merchandise delivered was trash. Upon inspecting what arrived at our doors it was not even dwarven make – no dwarf would ever sell what lay in the back of that wagon.’ there was a proud fire behind her steely eyes and soon the old dwarf had come to the same table followed by half a dozen tankards of ale. \

‘Well met travellers. Don’t be alarmed as we know who you are. Fil,’ he flicked a thumb at the barkeep, ‘he recommended you may be able to help if you have the time. He remembers seeing the group at the table spending big and harassing his boys and girls but he is not in a position to do anything about it. I am Garmanel, the leader of the Trusted Axe Cartel and this is Gondanel my ward. I have a proposition if you would share a tankard with me and listen to what I have to say. My grandson Garabek is the fiery one who you met before, he is intense like the forge but you won’t meet another as proud or skilled with hammer and tong. Or axe for that matter.’ he paused with a grin.


Thanks for visiting for another start of the week adventure kick off night. Don’t forget to come around for more adventure crafting tomorrow and the rest of the week as we continue to grow and expand this adventure into something memorable for our parties. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Streets of Felkirk’s Environments

Tonight I give a sneak peak of what I am working on as part of this three week adventure where tonight we look at the streets of Felkirk’s environments. Now if that’s confusing don’t fear as I will go through it momentarily as I cover some of the GMing mechanics for Daggerheart.

So sit back, grab a coffee or other hot beverage and let’s roll into tonight’s adventure!


The Streets of Felkirk’s Environments

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Creating Environments – Created in WordPress.

The streets of Felkirk’s Environments can be varied depending on the time of the day. For my adventure that takes place over three larger scenes I wanted the setting to be a dark, tense and anxiety charged atmosphere to help fuel the feeling of an invasion going on. But before I get too far into that let’s take a step back.

In Daggerheart its not just Adversaries; the critters, creatures, monsters and hostile humanoids, that the Game Master, GM, can use to create tense atmospheric moments for the PCs its also the Environments that can change, evolve or manipulate the flow of the adventure. For the sake of this quick post tonight let’s treat an Environment as an Adversary as they have a tier, a type, something akin to Motives & Tactics in the form of Impulses as well as a Difficulty and Features.

Like Adversaries some Environments will have passives which alter the area in which the party are in. Examples might be Oppressive Heat where parties who travel through their Traversal environment mark an additional stress on all failed rolls due to the oppressive heat. Or like in my examples it gives a set of actions that he party may be able to take, or impede certain actions that the party may want to take.

The other type of feature that the Environment shares with Adversaries is actions (many do actually) which is an action. Whether this is a spout of burning hot lava erupting from the ground at the Fire-marsh where the Oppressive heat sometimes erupts form the ground causing PCs to make an Agility reaction roll or suffer burns from the boiling water and steam. Or where the GM can activate the Environments natural residence to make an appearance – summoning fire toads to leap from the boiling water to attack with blistering tongues – triggering an encounter. This may or may not cost a Fear, the GMs resource that they get from around 40% of dice rolls, but if it does then it may be a more powerful creature, or set of creatures, that are being summoned.

So treating Environments like Adversaries also comes down to how they look. Environments also have stat blocks and that is precisely what I wanted to show off tonight! So have a look below at some of the Environments for the scene of Felkirk’s Foot Traffic.

The above Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from theย Daggerheart System Reference Document 1.0ย and any likeness is the copyright of DRP, Darrington Press, who are the creators of the material (Environment Stat Blocks). This content was modified/created is licensed under the DRP Community Gaming License which can be found here:ย Darrington Press CGL.

Now while these Environments aren’t going to be game changing they add a bit of depth and structure onto what the adventure will do. If you read The Night of Silent Feet the scene plays out pretty closely. The Party are at the Lost Anchor Inn and they can perform some actions there while a timer ticks down – 1 action per player with the Countdown being the number of players. Once the countdown reaches 0 then the door opens and a guard falls in. The party leave the Inn to immediately get ambushed – the Ambush Encounter event. This is a small easy encounter to ease people in and once its over then they run through the streets.

This may trigger another encounter but it will get the party used to the mechanics of rolling dice to try and get a few successes before failure – and it shows consequence. Afterwards we move onto other smaller scenes (Social encounter at the Makeshift Barracks for scene two. Followed by another Felkirk Streets that moves to Market Street and then Forward Base.) By treating the travel like an adversary then it becomes less prone to becoming dull and the least favourite part of the journey. Many DMs / GMs have covered this type of travel before so I won’t go into it – but I do recommend that you look into it!



Thanks for joining me tonight for a little introduction into Environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the start of a new week and new adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Felkirk’s Fallen

Now for the next Zine of the year I present, in single page zine format, Felkirk’s Fallen. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. 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, Felkirk’s Fallen, and that all your rolls are made with advantage.


Felkirk’s Fallen

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Felkirk’s Fallen – created in copilot.

The wooden planks of the dock groaned beneath the partyโ€™s steps as smoke drifted from the burning galley behind them. In the eerie stillness, Bunker and Cinella emerged, their expressions caught between disbelief and admiration. Where once chaos ruled, silence reigned. Cinellaโ€™s voice trembled with both awe and relief as she praised the partyโ€™s staggering success. They had expected only to hold the enemy at bay, waiting for royal reinforcements that never arrived. Instead, it was the party who turned the tide. Bunker, always brimming with rough-hewn pride, reminded them of the warehouse lift, the very path that got them here in time.

The moment did not last. A soldier staggered onto the dock, breathless and dirt-smeared, bearing ill news. One of their own had returned from a mission to seek aid at the castle, only to collapse in death, muttering fragments about the dead and Merchants Way. Cinellaโ€™s stance shifted; they could send some troops, but mercenaries still stalked the shadows, and no one knew what lay ahead. She issued swift commands to rest and regroup. Her eyes then met the partyโ€™s, heavy with unspoken hope. Perhaps, once again, they would be asked to do what no others could

Merchants Way greeted the party with dread. Blood stained the streets in great swathes, walls scarred with frantic claw marks and steel gouges, but not a body lay in sight. The signs of violence were fresh, yet the dead had been moved, dragged up toward the castle. Shattered carts and broken doorframes littered the path, but the party pressed on with Cinella, Bunker, and a handful of steadfast allies. When the dead did return, it was not with blind fury, but tactical malice. From the shadows, the undead swarmed with unnerving coordination, seeking to entrap rather than overwhelm.

Blades cleaved and spells burst as the party stood their ground, but with each strike a deeper horror unfolded. Among the dead were familiar faces; once citizens of Felkirk, and others who bore the long-decayed wounds of battles long past. These were no accidental corpses. They had been gathered and raised for war, prepared well before this night. A raven called from above and wheeled away toward the castle. Somewhere close, a necromancer guided the assault with chilling foresight. Wounds were bound in haste. The party moved, still bleeding, toward the storm that awaited them.

Their pace quickened as they neared the castle. Undead corpses now littered the stones like refuse, signs that someone; perhaps those within, had been fighting fiercely. Fire arrows rained over the walls, igniting swathes of the dead. Standing apart from the carnage was a robed mage, casting destructive spells heedless of which bodies they struck. Tattered like old feathers, the figure remained obscured behind waves of undead. But then, a new threat revealed itself. Rotting ravens, perched high and silent, watched from the rooftops. Their glassy eyes turned toward the party. Moments later, fresh zombies stirred below, forming a living barrier between the party and the mage. Just as all seemed lost, fire tore through the ranks. The mageโ€™s attention faltered. In the chaos, gaps formed, narrow, fleeting, and dangerous. A chance to reach the mage was laid bare, but it would not last long.



PDF adventure – Felkirk’s Fallen



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Battle for Merchants Way

The Battle for Merchants way is a bloody one, one filled with old and new dead rising to join the party on the battlefield. However what is an undead army without a leader and boy do we have an iconic one tonight.

So get your spells ready, prepare your prayers as we face the undead en masse in tonight’s encounter!


Battle for Merchants Way

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For D&D Systems

D&D Statblocks for Swarm of lesser zombies, swarm of zombies and Arch Necromancer – created in Tetra-cube.

The undead swarms can be joined with regular zombies to flesh out the battlefield but I think the swarms do a really good job at highlighting just how many zombies there really is on the battlefield. The Arch Necromancer can bring back a few zombies at at time or a swarm to really highlight the power that these dark mages bring to the battlefield.


For Daggerheart Systems

The above Adversary Stat blocks were sourced from theย Daggerheart System Reference Document 1.0ย and are the copyright of DRP, Darrington Press, who are the creators of the material (Adversary Stat Blocks). This content was not modified is licensed under the DRP Community Gaming License which can be found here:ย Darrington Press CGL.

Based on the balancing section of the Daggerheart books we can have four of the Zombie Packs, three Zombie Legions and one Arch-Necromancer calling the shots and really driving the combat forward. This is set up for a series of T4 party members but if its lower tiers then it can be adjusted to make it work by reducing the thresholds and difficulty on the zombie legion and arch-necromancer as well as adjusting the damage and attack bonuses to lower levels.



Thanks for visiting tonight for another set of updates for this weeks adventure featuring some additional Daggerheart content. Don’t forget to come back over the weekend for more updates and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Merchants Way

This week the fighting takes place on Merchants way where several buildings lie in ruins, rubble is piled up and fires are spreading. But that’s the real problem as undead flood the streets – but that’s a problem for tomorrow night.

So grab a coffee, maybe a torch as we shamble into tonight’s adventure map!


Merchants Way

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Felkirk Merchants Way – Gridded – Created in Inkarnate.

The flickering firelight that had sprung up where the fire laden arrows had missed their undead-marks and landed amongst the wooden debris of the building around the street illuminated the desperate scene that lay before them. Broken buildings, rubble and the evidence at what once was a bustling area for commerce and mercantile now lay in ruins.

Undead patrolled the street and the damage that was being done by the undead to the area around them was met and sometimes exceeded by the damage done by those defending the walls just up the street. The party had stumbled into a battleground where they were caught staring destruction straight into its eyes.


Multiple layers to get the desired effect this week. A layer of dirt with a 70~% opacity for cobblestone was then muted by a soot-like layer and then darker dirt to represent the foot traffic, or undead traffic, that moved through the streets. Multiple layered art assets built up texture around the building to create depth. A night filter cause, its my favourite, and the use of fire assets and light to create visual pinpoints of light and maybe some strategic spots for the players.

Felkirk Merchants Way – created in Inkarnate.

Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Body Broker

Welcome to another night at my tabletop where tonight we are meeting the body broker that is currently causing a little bit of chaos down Merchants Way.

So grab a coffee to stay awake was we meet our sorcerous foe in tonight’s adventure!


Body Broker

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Body Broker – Created in Copilot.

Clack, clack, clack was the sound of the boots of the party and their group as they rushed up Merchants way towards where the sounds of combat could be heard. The ground still remained sticky and grimy with blood and the evidence of the brutal slaughter that took place along this street. But the closer that the party drew towards the castle the less devastation there was and the more fallen undead bodies there were.

Broken, dismembered and shattered were some of the ways that the bodies that lay strewn across the rough stone of the street. Up ahead the party could see the volleys of fire arrows that dashed into the heaving mass of undead bodies that pushed at the gates and walls that surrounded the castle and the houses that surrounded it.

But standing further back and weaving spells that were hurled towards the defenders at the wall or outside it regardless of the damage it did to their own troops was a mage. Long dark robes that looked tattered like feathers broke up their form against the wall of undead that consistently moved in front of the magic user as volleys of arrows pelted down upon the dead. For not it looked like the mage had not seen them until the scratching of claws on claw drew the parties attention to the roof near by.

Ravens, dozens of them with various degrees of damage, broken bones or wounds watched them from the streets edge. Undead by the looks of them and by how quickly they were wilting it appeared as if they had been scouting for their mage master for quite some time. So a stealth approach was ruined and even now as they looked between the birds and the mage a gathering of zombies had started to form to create a wall of bodies between them and the mage.

However, as they watched several fireballs littered the ranked undead troops causing large gaps to form amongst their numbers. As the mage tried to reorganise his undead troops before him at the wall the zombies who were massing to form a secondary wall in front of the party started to shamble about creating gaps in their unending masses.

It appeared as if they would have an opportunity to make it to the mage if they timed it well enough.


Thanks for dropping by for another night at my tabletop. Don’t forget as we passed the midway point we have maps and monsters, well creature stat blocks left for this week. So make sure you don’t forget to come back the last few remaining days this week to stay up to date with what’s happening at my tabletop. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ghoul Patrol

Tonight we have Cinella and Bunker, although reluctantly, join the party on something that would come to be known as the Ghoul Patrol. As undead are found filling Merchants Way the party and their allies race against time to push through the undead in an attempt to save the king.

So grab a coffee as we get ready to re-fill some graves in tonight’s adventure!


Ghoul Patrol

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Cinella and Bunker – Created in Copilot from WordPress generated images.

Each step they took closer to the long road named Merchants Way was filled with dread as the signs of carnage and bloody combat were everywhere. But blood didn’t disturb the party as much as the lack of bodies. Not a single fallen soldier, guard, mercenary or citizen could be found and despite the large amount of blood spilt everywhere the evidence that the bodies were moved was clear as day.

Drag marks, trails of blood and further carnage travelled up Merchants Way towards the castle where cries of alarm and screams of terror could be heard. Being careful to avoid the debris from broken carts, doors and the occasional wall the party pushed on. Soon enough they found where the bodies had been moved to.

The shambling horde of bodies came from the alleys showing unusual intelligence for the undead as they moved to cut off a retreat from the party, Cinella and Bunker who were joined by a few good soldiers. As the undead rushed in the party braced and cut, battered and blasted them down to a true death. However, as the party fought to keep the cracked fingernails, and rotting teeth from sinking into them a strange realisation came over them.

Half of the undead were the populace of this city but the other half were weakened, older corpses that looked like they had already sustained some heavy wounds previously. These had been dead for much much longer than the others and the markings and aging wounds on their body told the party everything they needed to know. They had been prepared for this attack on Felkirk, these were the shock troops that the invading force had planned all along, an army of zombies.

The freshly risen dead told them that there was a powerful mage with them, a necromancer of considerable power and even as the last of the zombies fell as the magic that animated their broken bodies winked out of existence a raven cawed loudly above them before turning to fly off up Merchants way.

It appears as though their company was expected and it was more than just soldiers and street thugs that had been sent to Felkirk to take the city. Taking a moment to staunch their own and their allies wounds they hurried off up the street towards the castle.


Thanks for visiting tonight for another update for this weeks adventure. Don’t forget to come back the last few nights this week to make sure that you don’t miss anything that happens with this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dead Merchandise

So tonight we have the third adventure that stems from Invasion Force and continuing on from Felkirkโ€™s Foot Traffic and Felkirk’s Boat Problem this week we have the party investigating the dead merchandise as they push further towards Felkirk’s Castle. But while the party can’t travel as the dead raven flies they have to get there first and boy are there a few surprises waiting for them.

So have a short rest, catch your breath and grab your coffee as we hurry off into tonight’s adventure!


The metallic scent of the blood soaked docks would have been a welcome change for the smell that blew down Merchants Way as the party rushed towards the castle. Undead had claimed the street now with a mixture of mercenaries, city guards and the citizens that made this town a bustling trade centre forming the bulk of the corpses.

However there were older corpses that had risen from their resting places to fight against the party. Much older in fact with markings that set them aside from those brutally slain in Felkirk. These were prepared, and for a number of months if not years by the state of the bodies. Bloated by water, ritualistically bound and branded and risen again to fight against the living on strange shores. Something dark was heading towards the castle and the party may be the only thing standing in its way.


Dead Merchandise

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Dead Merchandise – Created in WordPress.

Bunker had found them after the last of the soldiers had fled into a waiting ambush set by the guards. As the party stepped onto the slick docks Bunker and Cinella had rushed to meet them with a mixed look of awe and admiration on their faces.

‘What you’ve done is incredible. We had thought that we’d have to hold them in the docks until the royal guard arrived but we haven’t heard back from the men we sent to the castle. But when they started to spill out of the docks and we saw their galley burning we knew that someone had finished them off.’ Cinella said excitedly.

‘Good thing I got you up into the docks ay?’ Bunker added with a grin.

‘Lieutenant!’ a voice cried out as a man ran towards them at the edge of one of the wooden docks. ‘Something is going on at the castle. One of our men that was sent for aid came back but died as soon as he reached us. He muttered something about dead and Merchants Way.’ the man looked rattled but still ready for battle.

‘Damnit. We can spare some troops but there are bound to be some of the mercenaries nearby so we can’t all go. Get the best men we have and get them to rest up. After they have caught their breath we’ll make a move to Merchants Way to check it out. That road leads to the kings castle so it can’t be a coincidence that there is trouble there too.’ Cinella responded. As the man saluted and ran off she looked back towards the party.

‘I don’t suppose you’re up for saving the other half of the city as well are you?’ her apologetic smile spoke of both hope and fear at what lay at the castle.


Thanks for visiting for another start of the week adventure kick off night. Tonight we are back into it with things getting back to normal here. So don’t forget to come around for more adventure crafting tomorrow and the rest of the week as we continue to grow and expand this adventure into something memorable for our parties. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Felkirk’s Boat Problem

Now for the next Zine of the year I present, in single page zine format, Felkirk’s Boat Problem. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. 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, Felkirk’s Boat Problem, and that all your rolls are made with advantage.


Felkirk’s Boat Problem

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Felkirk’s Boat Problems – Created in WordPress.

The brief quiet that had settled over Felkirkโ€™s merchant quarter vanished with the rising smoke from the docks. Where once the sounds of waves and creaking wood dominated, now came the crash of fire and the screams of the dying. Rumours spread quickly that a demon-crewed ship had arrived, tearing through vessels moored at the harbor and unleashing untold horror on the workers below. As flames rose into the night, it became clear this was not a passing nightmare but the next phase of a larger invasion.

Upon reaching the docks, the truth surfaced. These were no fiends from another plane, but highly trained warriors clad in terrifying armour. They struck with purpose, gathering what they could from the burning city and loading it onto a massive galley anchored in the bay. The dock front had become a war zone. Patrols swept the area and cut down anyone who lingered. The invaders were not just attacking, they were taking control.

Retreating to reassess their path, the party was drawn upward by a flicker of movement and a whispered voice. There, crouched in the shadows of a rooftop, was a broad-shouldered rigger named Bunker. Resourceful and determined, he had transformed his knowledge of the dock machinery and rooftop passages into a network of resistance. Inside his hideout, surrounded by scavenged gear and crates, he laid bare the scale of the occupation and offered a vantage point to plan from.

From above, the group watched the flow of bodies and cargo between the galley and the docks. Rowboats moved like clockwork, ferrying supplies and captives under the watchful eye of deck commanders. The galleyโ€™s ballistae loomed ominously, tracking every boat with machine-like vigilance. As the hours passed, the soldiers extended their grip deeper into the city. When a nearby ship exploded in a burst of fire and screams, the party knew the time for observation was over. The heart of the enemy lay floating in the bay, and it had to be dealt with.

Down below, the docks burned and bled. Shadows danced across the waves as soldiers hauled their spoils along the last intact pier. The stolen goods were hidden under covered boats, their purpose uncertain but undoubtedly foul. Felkirk would not survive the night if that galley remained untouched. The only question now was whether the party could strike before their rooftop refuge became the next casualty of war.



PDF adventure – Felkirk’s Boat Problem



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe