Bestial Lorel

Tonight we have a new kind of fight night for our party where they encounter Bestial Lorel. While not like an average encounter the idea here isn’t to kill Lorel but to try and work out what is causing her to be so aggressive and bestial.

So this week sharpen your wits, pay attention to the battle as blades will only get in your way with tonight’s encounter!


Bestial Lorel

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Bestial Lorel – Created in Tetra-cube.

The party open the door to the queens chamber with the guard standing next to them visibly shaking. The sounds from the other side of the door were enough to even turn a stronger man and the scene beyond was just as bad. Ripped carpets, ruin books strewn about the large room and the windows letting in pools of near-blue moonlight. It took a moment for the party to spot the queen but as she crept forward on all fours gone was the woman they had met that morning and in her place was a beast.

Her manservant had said that she had lycanthropy, she was in fact a werewolf but able to control her aggressive wolfen side much like the rest of the royal family from her kingdom. But the creature that stalked in front of them was not the same as what had been described. Savage and feral were the only words to describe the queen as her elongated fingernails scratched and click-clacked on the marble tiles of her room.


While she moved much quicker than humanly possible and when she wasn’t moving she was hiding in the rafters, in the shadows or somewhere just out of sight of the party. As she dashed from place to place to get a better angle on the party before unleashing a flurry of painful blows the silver necklace she had on glowed bright blue when exposed to moonlight. As she darted to attack, the moment before her elongated nails were about to strike the party they swore they could hear the necklace itself howling.



Thanks for visiting tonight for another set of updates for this weeks adventure. 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

Captain of the Shadow

Tonight we reveal the final part of this weeks adventure with the Captain of The Shadow making its appearance. Thwarted but not down this construct, the heart of the ship itself demands to be fed and so it is not content enough with the scraps that its ropes can bring it. When you want a job done right, do it yourself.

So rally the crew, check their anchor points are secure as we go toe to toe with the captain with tonight’s bonus encounter!


Captain of the Shadow

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As the last harpoon snapped free, the ropes severed and writhing like dying serpents before sinking into the waves against the hull. For a brief moment a silence fell over the sea as the Stardrinker trembled, her wood groaning from the strain of battle, yet she remained afloat. The crew staggered, exhausted with their bodies aching, but somehow alive.

For a moment, it seemed as though they had won. And then the ship itself, The Shadow screamed. It was not the cry of a living thing, but of wood and rigging, of agony bound in cursed planks and of rage. The sea around it churned, dark waves pulling in unnatural waves, as if the ocean itself was trying to consume the monstrous vessel.

Then, it rose. The sound of chains and wood banging against the deck of The Shadow. Despite the ship being splintered and broken from its attempted consumption of the Stardrinker it tore itself open towards the smaller ship creating a gaping maw of wood, metal and frayed rope. A gaping wound, revealing a pulsing core of blackened wood, rotting fabric and rusted metal writhing tendrils of decay, a force that had long since lost any semblance of purity. This was surely its heart, the source of its hunger, the cursed soul of the ship itself.
From the abyss within, a figure emerged, pulling itself out of the seething mass of corrupted energy.

A human figure, a captain, or perhaps what had once been a captain, its form barely holding together, flesh replaced by ropes, bones replaced by decaying wood and armed with rusted blades of bent and torn metal. It dragged a leg that had was missing the rope – burnt and severed by damage already inflicted on the ship, but the rest of its body wrapped in the same cursed rigging that had once ensnared the crew and the fabric of any of the crew that were unable to be saved. Its eyes or where its eyes should have been glowed a deep, unsettling blue, the spectral remnants of the souls it had consumed.

And as it pulled itself out of the core the light faded and the ship stilled completely. The true battle had began.

The Shadows Captain – created in Tetra-cube.
  • The Captain of The Shadow fights with unnatural speed, its blade’s moving faster than any mortal sailor.
  • When the captain takes damage the Ship seems to sink further into the waves, bits of wood falling off.
  • The rest of the Crew, except that party, stand as if hypnotised as the cries of other lost sailors resonate from where the core was – some even appear to take steps towards the core itself.
  • Echoes of the lost crew emerge – spectral hands grabbing at the living, crying out for salvation but hungering for their freedom in ways more terrifying than any pirate they’ve faced on the waves.
  • Some of the spectres may look like the pirates they faced when they first started their journey.


Thanks for visiting tonight for the last update for this weeks adventure. Don’t forget to come back tomorrow for the end of week zine which will be a big one. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Swarm of Animated Ropes

Welcome to another Friday fight night where we have a swarm of animated ropes to cut through in this weeks encounter. While not the most difficult or lethal of creatures to encounter this construct is still deadly and will pose a challenge to several parties out there – just add more animated ropes!

So sharpen your blades as we get ready to cut our way through tonight’s encounter!


Swarm of Animated Ropes

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Swarm of Animated Ropes – Created in Tetra-cube.

The swarm of animated ropes is as much a part of the haunted ship, The Shadow, as it is a construct of its own. Formed from the rope and rigging that has left to rot on the ship it exists only to pull the new victims of The Shadow aboard its deck and towards the opening to the hold where the ship will feed on the essence of those caught.

While the ropes may not be overly durable individually as a swarm they form a resilient mass that makes it harder for people to deal with one by one. However a well placed burning hands or even fireball (not advised on a ship though) could see the end to these constructs swiftly.



Thanks for visiting tonight for another set of updates for this weeks adventure. 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

Garbell the Huntmaster

A special edition update tonight with the revelation of Garbell the Huntmaster – commander and master of the mastiff pack that has the party set in its sights. With his pack of Mastiff’s, including the giant one, no one will be safe from his spear.

So get an idea of what lays in wait with Garbell and his hounds with tonight’s bonus encounter!


Garbell the Huntmaster

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While the hounds of the Huntmaster have animal cunning there isn’t much that can outrun or outmanoeuvre the pack when Garbell command them. Ruthless to a point the only thing that can reason with Garbell the huntmaster is gold, cold hard and unreasoning coins. While Garbell is on the job he works efficiently with very little wasted movement or effort.

Garbell the Huntmaster – created in Tetra-cube.

Generally employing his largest mastiff to attack from the front and to scare the party into focusing on what they believe is the biggest threat the smaller mastiffs will approach from the sides looking to attack from the quarries blind-spots, dragging them down while he closes in to finish the job.



Thanks for visiting tonight for the last update for this weeks adventure. Don’t forget to come back tomorrow for the end of week zine which will be a big one. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hunting Pack

Welcome to another fight-night Friday where tonight we are meeting, unfortunately, the hunting pack that has been sent after the party. While not alone creatures work well with their master and each other as an efficient and lethal unit. Well that’s what the party will find out shortly.

So roll in some mud, mask your scent as we’ll need everything we can get to survive tonight’s encounter!


Hunting Pack

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Giant Mastiff – Created in Tetra-cube.

The Giant Mastiff is a rare and ferocious beast. Normally used to defend herds from bears of the regular, giant and owl-bear variety these creatures can go toe-to-toe with many of the worlds nastiest creatures and punch well above their weight. When hunting as a pact with its pack-mates and with a skilled master to guide it there is very little that these creatures can’t do.

Mastiff – created in Tetra-cube.

While the larger giant mastiff may have size going for it there is little that escapes the senses of a well trained mastiff. Strong, loyal and brave these creatures will do as they are directed by their alpha or by their master and will track, hunt and take down creatures must larger than they are.



Thanks for visiting tonight for another set of updates for this weeks adventure. 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

Lord Deceiver

Tonight we meet the lord deceiver – the person in charge of the plan to frame the party and get into royal vaults. But the party stand in the way of their plan and so the final hand needs to be revealed.

So get your popcorn out as we have a cinematic deception in tonight’s encounter!


Lord Deceiver

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Lord Deceiver – Created in Tetra-cube.

The morale of tonight’s encounter is that while you shouldn’t look a gift horse in the mouth – if it offers you help to get to the kings vault you should question why before accepting it. The Lord spy is after power and will use what ever means, tools or people necessary to get what they want.

Able to blend in with the crowd through their extensive time spent in the royal court they know enough that they can away with nearly anything. And for what they can’t – well that’s where they mislead, deceive and ultimately select a scape-goat to step in and take the fall for their wrong doing.



Thanks for visiting tonight for another set of updates for this weeks adventure. 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

The Goblin Kin

Tonight we have the creatures that the actions of Reginald attracted, but its the goblin kin, no the goblins that they need to worry about. Tonight we have the bigger, meaner warrior-kin of the humble goblins taking to the field for their great hunt.

So keep your wits about you as tonight we deal with the sneakiest of goblin kin, and the biggest, in tonight’s encounter!


The Goblin Kin

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Bugbear Warrior – Created in Tetra-cube.

The Bugbear warrior has had a bit of a glow-up in tonight’s stat-block. Now operating as kidnappers and silent thugs in the night. Able to move while grappling targets make them fearsome and quite frightening considering their Darkvision and preference to attack by stealth attacks bugbears are quite terrifying.

Bugbear Stalker – Created in Tetra-cube.

The bugbear stalker is a stronger, hardened veteran when it comes to hunting prey. Smarter, more experienced and better equipped at hunting prey the Bugbear Stalker is perfect for a night time ambush – unless you are the one being ambushed that is.



Thanks for visiting tonight for another set of updates for this weeks adventure. 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

Naval Warfare

Tonight we have a few extra rules to help flesh out the naval warfare for this weeks adventure. As the Surf Skimmer is a smaller and faster boat escaping would be another option but until they can free the hooked barrels, harpoons and repel boarders from the boat they wont be able to get away that easily.

So suit up as we have some extra rules with this week’s encounter!


Naval Warfare

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Naval Warfare – Created in WordPress.

Boarding Boats: The enemy sends small boats with mercenaries loaded within. It takes two rounds for a boat to reach the party’s ship. If PCs attack the boat, it has AC 14, 40 HP, and moves 30 ft. per round. If the boat is destroyed, enemies must swim (halved movement) if they have access to a harpoon rope or they disappear from combat.

Ship-to-Ship Combat: The larger ship has archers and spellcasters who fire long-range attacks. Each round, roll 1d4โ€”on a 1, a volley of crossbow bolts bolt is fired, dealing 3d10 piercing damage on a hit to the ship and failing a dex save the party as well. The party take half damage on a successful save.

Wind & Weather: sudden strong winds cause disadvantage on ranged attacks beyond 30 feet. If the wind worsens, Dex saves may be required to keep footing.

Ship Damage & Stability: If the partyโ€™s ship loses 50% HP, movement speed drops by half. If it hits 10% HP, the ship is sinkingโ€”forcing the party to abandon ship or find repairs fast

Escape Conditions: The party can attempt evasive manoeuvres. If they succeed in three consecutive DC 15 Acrobatics or Survival checks, they gain enough distance to flee


Thanks for joining for this quick update for the week. Don’t forget to come back tomorrow for the end of week Zine and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Sea Krait

Tonight we look at the mercenaries and general employ of the Sea Krait – the rival vessel that has set its course on destroying Gareth and the Surf Skimmer. While these adversaries are not overly dangerous by themselves when applied at distance that two ships on the ocean can produce.

So let’s get ship-shape for tonight’s encounter!


The Sea Krait

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The Sailors may just pepper the craft with bolts form the crossbows while mercenaries will fill the front line of defence and offence. Boarding boats after harpoons are launched and used the tether to pull the boats to the smaller vessel will be the likely scenario here as its a quick way to get across the ocean without expending energy in rowing.

The mages will fire spells off at the party quickly and easily and resort to non-offensive spells if the party board the larger vessel, the Sea Krait. But there is a lot of work that the party would have to do to get aboard their ship.



Thanks for dropping in tonight for a night of stat-blocks. While not entirely new these stat blocks felt like the right choice for this adventure as we want to have a larger volume of lower quality creatures rather than a few strong ones. Don’t forget that this isn’t the end yet as we have another day left at my tabletop and a Zine on Sunday so don’t forget to come back the next two days. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Yuan-ti Scaleguard

A small one tonight but introducing the Yuan-ti Scaleguard. These tougher more formidable humanoids have a thick layer of scale that covers most of their body. While not quite as corrupted as the Yuan-ti Malison they have similar abilities and can stretch their arms out like snakes to ensnare and constrict their targets.

So sit back, grab a coffee as we look deeper into this week’s encounter!


Yuan-ti Scaleguard

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Yuan-ti Infiltrators – Created in tetra-cube.

The Yuan-ti scaleguard are the bodyguard for the infiltrators and more powerful members of their kind. They have the ability to stretch out their arms to ensnare, strangle, constrict their prey. However using their bulk and ability to restrain targets they can also issue a powerful suggestion across them to ensure that they protect the more precious yuan-tis.

Able to spit poison at great distances they are not just limited to melee combat as they, like other yuan-ti work best from the shadows. Ambushing, deceiving and slipping their way into more advantageous situations by using their natural prowess.


Thanks for joining me tonight for a small update for this weeks adventure. Don’t forget tomorrow we will wrap this week up with a Zine so make sure to come back for that. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe