The Lost Lore of Rastabar

Tonight and I have created a zine for this weeks adventure. The Lost Lore of Rastabar. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Lost Lore of Rastabar. If you like this format please let me know and I hope you enjoy.


The Lost Lore of Rastabar

333SuTLoLoORa

Entering the city felt like a dream. The flying ship carefully lowered the carcass of the dragon and the statue, wrapped in cloth directly into a warehouse that their client, Lucile, owned. A group of tight-lipped people rushed out and moved both body and construct into a large warehouse and the party were ushered inside.

Inside of the warehouse were isles of boxes where people moved goods from one place to another. Guards watched from walkways above the isles as people went around moving stock and cargo from one place to the next. 

“Excuse me! Coming through!” a voice rang out as a Tabaxi pushed a wheelbarrow full of bags of spice as other workers followed with boxes, bags and crates. Turning to watch the precession the goods were taken to the ropes from the airshop they came from and hoisted up into its hold. No rest for the industrious it seems. 

Slowly they were being moved before a familiar young woman, Lucile, who stood watching the dragon and covered construct move into a secondary large room. “We have much to discuss. Come with me to my office if you will”.

Rastabar Library- Created in Nightcafe

PDF adventure – The Lost Lore of Rastabar



Thanks for joining me tonight for another Zine. 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. 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

Simpler D&D

Welcome everyone to a bit of a slower paced weekend and maybe some simpler D&D. Tonight after some time spent with friends the prospect of playing Dungeons and Dragons with kids. The one thing that stands in our way is the age.

When looking at D&D it takes understanding of social queues, maths and tactics to play D&D at its core. These concepts may be to difficult for children under seven or so to understand. But there are some simple adjustments we can make that will reduce the complexity for kids.

The d20 System is relatively simple but the concept of “pass/fail” can be hard for kids. Open legends RPG and a few other systems have the concept of ‘yes, but’ or ‘no, however’ where success can grant an additional benefit and failure… Isn’t always a failure. These shades of grey make RPG games with kids a bit easier. The wrong choice strategically may have a positive outcome that rewards child-mind problem solving and can even teach us how to be better DMs.

So having a miss or fail, still do something that progresses the encounter or story, and hyping up those big successes can be all it takes. Take away the math and use a scale of easy, medium or hard and make easy dc10, medium dc14, and hard dc18. To make it easier again, instead of adding modifiers to their dice rolls modify the DC down. As DMs and guides on their story let us handle the complexity and let them just roll dice and have fun.

The other concept is death in RPGs… As the noble hero you destroy undead, kill bad guys and thwart evil. But what if your child, or a friends child is not ready for that situation make it a food quest. Fighting walking foods who want to make them food. That chicken nugget may look brown and crispy.. but it fights like a goblin. Or make it a non lethal encounter and the party the elite police who have to capture the baddies.

Tailoring the adventure for your audience is a key skill for DMs, and even more so when your party consists of children.

Thanks for exploring the tip of this thought bubble tonight, come back again tomorrow for a long over due adventure as I play a bit of catch-up.
The Brazen Wolfe

Glacial Terror

The Platara Glacier and the frozen plains that surround it are all hunting grounds for the glacial terror. This creature is so brutal and deadly that people only see the aftermath of its attacks, but never the attack itself. The main calling card, a tunnel through the ice and stone. So let’s reveal the big, bad bug for this week and sit back as tonight we investigate what it could be!


Glacial Terror

335FrGlTe

The creature is none other than the Remorhaz. Now this thing is renown for being a TPKer (Total Party Killer) but it will be moving slower on vertical surfaces doesn’t have ranged attacks and can only attack one creature at once. If fought and engaged carefully these creatures can be ridiculously rewarding encounters that your players will remember for years.

However, players that blindly jump into this encounter may and likely will regret it. So I would put a break in the adventure – such as snack or lunch – as this creature is revealed to give them some time to discuss what it is and maybe even look it up (I am not an evil DM, just a brutal one).

Remorhaz – Created in tetra-cube.


Come back this weekend for some more content as I write up some adventures and enjoy fathers day with the two kids. And lastly, as always, don’t forget to roll with advantage
The Brazen Wolfe

Platara Ridge

Tonight’s map isn’t overly complex, a series of rocky ridges capped in snow and ice line the carved path up the near-glacial slope of Platara Ridge. But a large cave has been discovered and it spells doom. The ledges now something that was seen as obstacles may be their worst enemy, or their best ally depending on how they are used. But let’s sit down, grab a coffee and look at tonight’s map!


Platara Ridge

335ThPlRi

The ridges range between 5 and 10 feet wide enabling people to walk across them. Most are covered in snow which can make trekking across them dangerous as snow can hide a nasty fall. But overall they are sturdy and stable enough to have someone walk across them. For now that is.

The ice cave is relatively small, a bit over 5 feet in diameter but it poses a threat that the party may not be willing to ignore, or explore. The ropes leading up hold a reinforced wooden platform that can transport around a dozen people if required or about 6 if they each some some space on there. However despite it being reasonably large it is very slow to move so may not be the best mode of transport if speed is of the essence.

Platara Ridge Ice Cave – created in Inkarnate.



Thanks for joining me tonight for a glance at the Platara Ridge encounter map. Now to keep it brief and sharp don’t forget to come back tomorrow for more content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Holes in the Ice

Tonight the party uncover something that sets their Drow travelling companions on edge, holes in the ice. not an uncommon thin in most places but the size and position of them are particularly unsettling. So before I give away too much about this weeks surprises let’s roll into tonight’s adventure!


Holes in the Ice

335WeHoITIc

Ice holes – created in Nightcafe.

As the party returned from the little hut, carved into the edge of the Platara ranges steep cliffside they wearily looked at the second platform and pulley. The younger Drow, Jardi, had gone off as she had seen something suspicious in the snow. Well that’s what they gathered as neither her nor Hisha had spoken a word since they had begun the ascent. They communicated with hand gestures and symbols primarily.

A few dozen minutes had passed and Hisha was looking distressed. She had pointed out the direction that she believed that Jardi had gone but was concerned about how long she was taking to return. As the party followed the track they noticed a darting figure coming back this way very quickly. Immediately they recognised Jardi.

As she got close she gestured for them to follow here, but for Hisha to stay. The next few hundred feet was slow going as the ledge was uneven and the fall, significant. But eventually she stopped in front of a cave entrance that was about five feet wide. Leaning in close she whispered.

“This isn’t normally here. We see these out on the ice but never on the wall and where they appear animals and people leave quickly.” she said, glancing at the sky as if she were to be struck by lightning. “Be alert and alarmed. These holes bring death.”

As she hurried back to Hisha the party noticed several inch deep claw marks into the frozen fragments of stone, the ice above and beyond appeared as though it had been carved through with expertise and ease. The height and constant chill wasn’t the only thing that was deadly on this mountain.

Thoughts

So I skip thoughts occasionally but this sets up nicely with a few options this week for the adventure, encounter and more. I believe its going to be relatively easily to work out what’s going on but let’s see what people think and if they can work it out form the limited information available.


Thanks for visiting tonight to get a look at this weeks twist and lead up to the adventure. To stay on top of this weeks adventure don’t forget to come back daily to see where we take it and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ice Dwellers

This week we have the party scaling a massive cliff through a rather mundane apparatus with the help of some rather interesting individuals, the ice dwellers. These nomads and tribal people make a living from the ice and trade with those who live in the deserts and arid dunes below. But will these ice dwellers be any good in a life or death moment when the commotion brings out something from the icy wall? Well we best get a move on with tonight’s content and this weeks adventure! So sit back, grab a coffee and let’s meet some ice dwellers!


Ice Dwellers

335TuCoOTPr

The party had reached the edge of the Platara ranges. The steep cold stone surface was a stark comparison from the desert that they had travelled through that morning. However the shift in temperature wasn’t the thing that shocked them. The drow that stood there waiting for the platform to lower down was the most shocking appearance.

Both were female drow and despite their age difference, one much older and one appearing young, they both were dressed the same. Both were clad in thick furs and appeared as if they were heading back with a few backpacks filled with goods.

“Greetings travellers, do not mind us as we pose no threat. We are From the Jandari tribe. I am Hisha and this is Jardi” the older woman said as she gestured to each in turn. “We are traders primarily and are on our way back up the Ridge to return home.”

Jardi Icespeaker – Created in Artbreeder

The younger looked towards them and at the platform as she constantly pulled on a sturdy rope that rose far into the sky. “The only way up and down is through a pulley system. There is a crossover point half way where we move to another platform but this one takes us there” Jardi responded.

“We have a few rules, sacred oaths to grant our god’s blessing that we try to obey when on the trek up. We go at a constant speed and we don’t make noise. It will take a full day to get up to the top including a stopover for a short rest.”

The party watched as the platform neared the base. It was certainly big enough for them all but a full day of silence and the slow ascent would be difficult to say the least.


Setting the scene for this weeks adventure as we move towards tomorrows Twist. A fun adventure ahead with some real danger if there is not careful. But surely they won’t go against the sacred oaths of strangers they just met… Don’t forget to come back each day this week to follow along and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Frigid Divide

The Platara ranges marks the frigid divide between the Rastabar Desert and the icy snowscape beyond. The altitude is so high up here that the divide, a massive rocky wall, is half desert stone cliff, albeit cold, and half ice capped mountain. Beyond that is a barren artic landscape which leads into a massive glacier. Pretty cool right? But in order for us to fully investigate this locale we best sit back grab a coffee and roll into this weeks adventure!


The Frigid Divide

335MoTFrDi

Platara Ranges – Created in Nightcafe

The party looked over the edge of the flying ship as they approached the massive wall of stone and ice. “Well this is about as close as I can go before the ship won’t fly no more. Weirdest thing. The whole land and Rastabarian desert and this wall of ice and rock shuts the magic from the ship off.” Alex called out as he lowered the ship down a few miles off from the frigid divide.

“Are you sure you want to do this? I don’t even know what you saw in that tower that would make you want to come here but surely its long gone after all this time? Just saying, I wouldn’t want to be caught out there in that weather for too long.” Jessica added.

The Tower contained a map with several points marked out amongst the large piece of ancient parchment. One place was somewhere on the glacier here. Andrasa had named it “Ice Spire” and had listed some notes in an illegible script. Another was in the middle of a jungle which Andrasa had dubbed “Well of Souls” with more scribbles. And the third and last point which was furthest away was on a mountain which simply said “The Deep dark”.

If it was points of interest for a powerful and wealthy mage then surely they would be points of interest for the party. The wealth they had seen in Andrasa’s tower was beyond imagination so these three points seemed to be worth the risk and trip.

Climbing off the ship they grabbed their supplies, a magical tent that would keep them warm and safe and food and drink for a few weeks. Turning towards the divide they head towards a man made structure that was attached to the cliff and head towards it. A way up, a pully system that would hoist them and their cargo to the top of the rocks. The local populace of the Platara ranges use it to come and trade with some of the deserts tribal people. But the party will use it to ascend to the top where they hope to find something worth the effort.

So off the party went, in search for the Ice Spire.


With a sickening realisation we are 14 weeks away from December (Dice-ember) and that doesn’t give me much time to wrap up this years adventures before the holiday special. As the party would be around level 11 or 12 by now I find that an adventure series as opposed to one shots is more enjoyable and challenging. But that doesn’t mean we cant treat each series as a one shot – over multiple sessions.

But this week I wanted to layout the next three adventures before us. Each week will build towards one of the three and then a finale for the year. So don’t forget to come back each day as we move forward with this adventure, and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Trouble of Trenchold

Tonight and I have created a zine for an adventure a few weeks overdue. Trouble at Trenchold. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, Trouble at Trenchold. If you like this format please let me know and I hope you enjoy.


Trouble at Trenchold

331SuTrATr

The party talks to Taliah and Jake, normally rivals at two separate taverns in Trenchold, and are working together to see if they can find people brave enough to go into the Trenchold hills. 

Recently a gang of bandits has been robbing people that pass through or near the hills. Rumours have put their numbers in the hundreds but they don’t believe that is the case. The cities nearby aren’t committed to ridding the good people of Trenchold from the bandit plague. 

However both Taliah, Tilly, and Jake are worried about something more. The last few people to fall victim to the bandits have not been found and the people of Trenchold are worried that a ransom note has not been sent their way.

Trenchold – Created in Nightcafe

PDF adventure – Trouble at Trenchold



Thanks for joining me tonight for another Zine. 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. 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

Andrasa’s Defences

So tonight I wanted to look at Andrasa’s Defences and what she would have set up to keep her treasure and tower safe. Now being a powerful sorcerer she would have had access to magical traps and being as powerful as she was she would have many means to defend her sanctum. Or so the theory goes.

And with that said let’s have a peak at just some of the types of traps, puzzles or defences that a powerful mage would have.

Andrasa’s Defences

234SaAnDe

Magic Force Trap

Description:

The Magic force trap enchants an object, such as a statue or candelabra, so that it will launch several bolts of magical force when something comes into range. The direction, trigger and way the bolts can be configured when the spell is complete. When the trigger occurs the bolts of force launch towards the target that generated the trigger.

There are ways to configure the trigger to exclude creatures from being targeted but that is part of the casting.

Effect:

The targeted creature must make a DC14 Dex saving throw or be hit by 1d4+1 bolts of force that deal 1d6 force damage each. A successful saving throw ignores the damage. The bolts are barely visible due to the speed at which they are launched.

Disarming:

The trap almost always has a exclusion trigger set up. If the creature can work it out then they are not targeted. However they can determine that there is a trap with a successful DC15 active perception check or a DC12 investigation or arcana check. This is because the enchanted object normally glows and thrums slightly. If the object is destroyed the trap is disarmed, or the dispel magic spell will disarm the trap.


The Thunder Floor Trap

Description:

A hall way or room where several scorch or burn marks litter the ground indicate the thunder floor trap. While the term thunder represents the sound that the trap makes the immediate area around the room is statically charged. The other odd thing about this room is the way that furniture or ornaments may be arranged around the room or strange grooves in the roof. What people don’t realise, normally, until its too late is that there is a strong electrical trap that will shock anyone who touches the

Effect:

Once a creature touches the floor they must make a DC 15 dexterity saving throw or take 4d8 lightning damage immediately and at the start of each turn they start on the floor. Creatures wearing metal armour make this saving throw with disadvantage.
While touching the floor they must additionally make a DC14 constitution saving throw or be unable to use reactions, actions or bonus actions as the electricity courses through their bodies.

Disarming:

A successful DC 14 Investigation or Arcana skill check (depending if mechanical or magic) will reveal the trap. However disarming may be harder. (Dispel magic spell or locating the generator of electricity to disarm it. However the creator of such traps nearly always have a way to bypass it such as a secret room or walkway near the room. Those who want a less obvious way to bypass the trap may have furniture or wall decorations to climb and jump between to not touch the floor. However, for the more athletic of trap builders, roof holds to painstakingly climb across the roof of the room.


Cylinder of weightlessness

Description:

This trap is hard to see and harder to get around. A large room, passageway or open space with tall or no ceilings greets those about to encounter this trap. Once they step into the cylinder of weightlessness they immediately float up five feet upwards from the ground and continue to rise at a rate of 5 feet a turn until they can prevent themselves from floating upwards. The items and themselves weigh nothing whilst in these zones which themselves extend about 60 feet into the air, or, as high as the ceiling is if less than 60 feet.

Be warned, although the creature may be floating as if levitating a moderate to strong breeze will throw them outside of the zone and they will instantly regain their weight and fall the distance down to the ground below.

Effect:

A arcane sigil, coin, treasure chest, statue or a chair may be the focus point for this trap and here may be many of them in a room. There is normally a pattern so that the owner of the trap can avoid them as there is no safe way to get out of them.

Whenever a creature enters the cylinder’s space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the area but not know why apart from a feeling of doom and dread. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

Upon a failed saving throw the creature immediately floats five(5) feet into the air. At the start of their turn they float a further 5 feet up into the air. As they have no weight only creatures with a flying speed can move but they need to make a DC15 strength check to break free from the force of the trap.

Disarming:

Creature within 5 feet of the trap can take an action to pull a creature or object out of it. Doing so requires a successful DC 12 Strength check. The creature within can be pushed out by thrown objects as they are weightless while within the trap but they will take 1d6 bludgeoning damage from the fall for every 10 feet they fall.


Thanks for dropping by tonight for a look a few trap ideas. One inspired by the magic missile spell, another shocking grasps mixed with a modern tesla coil and the last, the good old Gelatinous Cube. These traps will make an appearance this weekend but with a few others as well. So don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cliff Dwellers

Tonight is a pretty simple one as we meet the Cliff dwellers known as Wind Cutters. These leathery skinned creatures are designed to fly and soar above the desert skies. But their speed is also matched with their strength with the ability to carry up to two human sized creatures on its back. With the race on to get to Andrasa’s treasure first speed and strength mean a lot. So let’s sit back as tonight we investigate this new creature!


Cliff Dwellers

334FrClDw

The Wind cutter goes by a few names but it is a much smaller cousin of the wyvern and winged drakes that people may be familiar with. With a wingspan of twelve feet and large muscles that power these massive sails they are quick and strong.

This makes them excellent mounts for those who know how to handle them, or who have a stomach for heights and speed. They are carnivorous but lack true aggression like many land predators. They prefer to hunt small prey or scavenge. However they have been known to carry off creatures to great heights and to drop them to make an easy meal.

Cliff Dweller – Created in tetra-cube.


More will come this weekend as I wrap up a few adventures that have piled up but also reveal what awaits us within Andrasa’s tower. A mage never quite leaves their sanctuary undefended and this one is no exception. So don’t forget to come back for more adventure this weekend! And lastly, as always, don’t forget to roll with advantage
The Brazen Wolfe