All roads lead from home

With the next 2 day tournament around the corner I wanted to go back to the early days of Brazen Wolfe Tabletop where I produced multiple Plots per week and selected one to be the directive for the week. So this week I wanted to also go back to an early part in every parties adventure and to level one where all roads lead from home. So let’s sit down, grab a hot coffee and read about this weeks possibilities!


All roads lead from home

331MoAlRoLeFrHo

The Cliche

The number of those who went missing on the roads climbed every day and the people of Trenchold grew more desperate for supplies and goods from the outside world. Trenchold was a large village that had been a beacon for adventure and people wanting to start new once upon a time. This was due to it being the furthest village to the east that was currently known of and that brought adventure, the unknown and danger to the lives of those who lived here. However this eventually changed as more settlements breached the wild-lands further east of Trenchold.

However those villagers had fallen silent and even the ones closer to the main pinnacle of society hadn’t been heard of in some time now. Occasionally a merchant wagon or a patrol would arrive and they would describe the nightmares they had come through. However, even those few survivors had stopped.

So when a wagon arrived in Trenchold bearing a group of adventurers the people began to whisper. Were these people the beacon of hope they had been asking for or were they the ones who had plunged them into darkness?

The Wildcard

Trenchold was an established village in the edges of civilisation. This had led it to be a beacon for adventure and excitement which for adventurers meant fame and riches. News had spread that there was a merchant offering a hefty sum of gold and silver for anyone who could brave the nearest mountain rangers and bring back a single Tufflewerker. What this was, no body knew but the reward of fifty gold pieces for an alive specimen was more than what most people could ask for.

However the Tufflewerker was not what it was lead to be and to hunt one and bring its corpse back was to invite death to dinner. The thought of capturing such a creature alive? Pure madness. But the volume of those willing to try for months worth of labour was enough to send group after group into the dense treeline.

The Classic

The first signs that there was danger came from the bells. A great tolling could be heard from two of the five guard towers that surrounded the village of Trenchold. Rushing out of the Frisky Mare the party were greeted with flaming arrows raining down upon some of the buildings closest to the gates as the villagers panicked and ran for shelter. The guards, few as there were, rushed towards the gate but little figures rushed past them and into the village true.

A group of goblins were attacking, each of them frantically setting fire to what ever buildings would take light. Some of them were carrying swords and other weapons but they didn’t seem to put up much of fight and turned tail and ran as soon as real competition met them. The bell tower to the south of them began to sound, all the guards were busy over this side of the village but a short sprint down two of the streets would get the party where the tower was tolling. It sounded like they would have to make a choice – Flee like the peasants or stand and fight for the defence of the village.

Thoughts

Now each of these three can be seen as fundamental ways to start any adventure. A mystery, a hunt and a defence style adventure. I believe each style of adventure can lend itself well to any party as long as people are willing to follow the plot along and see where it goes.


Thanks for joining me again for the start of another week. Don’t forget to come back daily as I work on my tournament prep for this weekend. It should be a big weekend and I will endeavour to have something on here for both days still. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

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