Written By: Chris Colland
Reviewed By: Scott Bennett
Brief: The Bloody Fist have taken the main brewery of Stonewood! Without it the townsfolk won’t be able to suffer the occupation without strong brews and spirits. A Raid Leader took a group of Bloody Fist into the Brewery to drink it dry!
Requirements:
Synopsis: The Bloody Fist have come to the brewery and are drinking it dry! This band of Uruk’s are smashing everything and getting drunk, starting fights with each other.
Outcomes:
Number of Cast Members: 7
Roles: Bloody Fist Scout x2, Bloody Fist Grunt x4, Bloody Fist Raid Leader, Balor Ironleaf
Misc: Drunken Master, No More Ale
Props: Anything to represent a Brewery, mugs, barrels, crafting tools, hammers
Treasure: Gems, Evaluate Items, Coins, Alchemist's Ring( Description: Battered with acid it seems to clear things up. Duration: 1 Year Effects: Purify Blood x2/Day)
Rumors: These scaled fools are drinking the Brewery down, even by Dwarven standards! I don’t know how they can walk after these indulgences, I am in envy personally. However, if something isn’t done soon, we will be into winter without spirits and that is a fate worse than death in a Dwarven city.
~ Black Leaf, The Anvil Remembers Stonewood
Hook: Balor Ironleaf, captain of the former guard in Stonewood gathers a small band of low adventures.
Scenes:
Running Notes: The PCs are given a list of buildings to reclaim if Stonewood is to be theirs again.
This is the midway point in the 10 module series where it starts to become challenging.
Tactics: The Raid Leader should stay back and command the Grunts and Scouts mainly but use gases if directly rushed. They are master of tactics and organization of thes brutes The NPCs will rest 2 times upon death and come from other parts of the Brewery to defend. THE RAID LEADER DOES NOT RESET. The NPCs may appear behind the players and start from outside the mod shack where they players entered to simulate being surrounded. This module is designed for mid seasoned adventurers