Silence Over Sunleaf

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think its still working well so without any further waiting I present Silence Over Sunleaf, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legend RPG, D&D or any other RPG System.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. 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, Silence Over Sunleaf, and that your rolls are made with advantage.


Silence Over Sunleaf

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Silence Over Sunleaf – Created in Nightcafe.

The party approached Sunleaf village, passing tidy farm houses and a prominent church steeple. They stabled their horses at the Silver Bucket inn and were welcomed by Harry, a cheerful halfling innkeeper. He informed them about the mysterious happenings in the village and cautioned them to take care as there was a shortage of healers within Sunleaf as the clerics were unable to receive blessings from their goddess. Harry advised caution and mentioned the songstress at the church as, nearly, the only source of magical protection within the village due to the unnatural silence that had fallen upon the worshipers of the deities of Sunleaf Village. As another visitor arrived Harry excused himself, leaving the party to settle in for the night.


A few hours after nightfell the party was about to wrap up for the night when the door started pounding. Harry had barred the door as he prepared to lock up for the night as he began preparation for the next day. However as the door pounded loudly Harry dashed across the room to let in a frantic man, Adam, who claimed a spirit had chased him. While Harry calmed him with food and drink, Adam shared his harrowing tale of encountering a faceless entity near the Church of Chauntea. Harry had warned the party of the unsettling events in the village over the past few weeks and days upon arrival however despite suggesting they leave it looked like danger had come before they could make good on his advice. Just as Adam was talking, he froze, and we saw the faceless figure drift towards those gathered around him. The room fell silent with fear as the reality of the ghostly presence set in. Harry, ever brave, grabbed a skillet, ready to defend his inn.


As the creature drifted in space, its faceless vision scanned the party. Wearing tattered purple robes that drifted as if caught in a breeze it watched them with its eyeless face. The only thing that stood out was a thin, twisted silver circlet. Suddenly it rushed forward towards them with its bony claws and slashed at them with surprising speed. The world fell silent as it drifted into their midst and the party’s connection to their deities severed as they fought with the creature.
Suddenly a dark presence invaded their minds like a flame lit arrow launched into a darkness. A vision of a figure dressed in purple, rotting robes and a twisted silver crown sat on a throne of bones. The fight raged on and eventually, after the creature fell, the silence lifted.

A peal of thunder heralded something more as a thunderstorm formed outside. Rushing outwards revealed more spectres descending from the clouds themselves. The party realised they were amidst a divine battleground, with god’s warring above them as a bolt of lightning lit the figure of a large broad shouldered man as the lightning clashed with the belltower of Chauntea, a flash of golden energy flashing into existence to protect the tower just in time.


PDF adventure – Silence Over Sunleaf



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

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 and year. 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

Behind the Walls

Following on from a few weeks again where I introduced the concept of The Bleak I wanted to provide a bit of an expansion to that with Behind the Walls. As there are many adventures that can come from owning a keep of your own, let alone one that you didn’t intend on owning in the first place, this adventure concept is a bit of a discovery of what could happen to the unlucky or unaware.

But enough of that, the title speaks enough and were wont get further that that if we don’t get a roll on into tonight’s adventure.


It had been a few weeks since the new owners of The Bleak had taken over the keep and they had come into a steady rhythm of what owning the keep meant. That would be true if it wasn’t for the noises along and inside the walls of the keep. For several nights the adventurers-come-custodians had woken with the sensation of being watched and they had caught the sound of scratching on stone from within the walls.

However they had not seen any sign of anything but mice and rats moving along the, mostly, stone walls. That was until they found a scrap of cloth caught in a rack between two slabs of stone, a whistle of wind through the crack and the discovery of a narrow passage beyond the hidden door. What other secrets did the Bleak have and who, or what else knew about them?

Behind the Walls

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Behind the Walls – created in nightcafe.

Waking up in the middle of the night was never a good sign for anyone let alone seasoned adventurers who were used to being on alert while travelling in the wilds. Looking around the room there was nothing to be alarmed about. The windows and their shutters were secure, the door was closed and despite a small sway from the lantern that was burning low on a suspended rope from the ceiling all was quiet.

The scamper of claws on stone was the only sound other than a soft howl of wind from outside the window. They had seen a few mice and rats since their stay at the keep, their keep The Bleak, but the cats that called the fortified building home kept them under control and hunted them without mercy or hesitation.

The others in the keep had reported it as well. Being woken in the middle of the night with a feeling of being watched, the feeling of movement in the room with nothing being present or the sound of mice and rats claws on stope would interrupt their sleep. The keepers of the building had brushed it off stating that “you’ll get used to it” and reporting that they hadn’t found anything nor had anything bad happened in the years that they had been here

Claws on Stone

The first sign that it was something to be concerned about came in the form of a shifting stone. Woken from the noise again the adventurer followed the sound of scampering feet and claws. They hadn’t seen rats or mice for weeks and the fattened cats had indicated that they were doing a good job of keeping the rodents population down.

However with no mice or rats to be seen the muffled sound of claws scampering on stone concerned them. Following the noise it suddenly disappeared near one of the outer walls in the courtyard. That’s when a splash of colour drew their attention. A strip of blue fabric was caught in the crack of two slabs of aged yet sturdy stone. Examining the fabric the crack emitted a faint whistling sound as air rushed from the other side of the stone wall.

Their heart sunk as they examined the crack further, a passageway lay beyond the crack and after a few moments of searching their suspicions were confirmed. A secret door lay within the courtyard leading into the keep itself and the strip of blue, dirty fabric had been caught within the seam of where the door had closed. Someone or something had been using this tunnel to get further into The Bleak and judging by the gloom and darkness beyond the the tunnel wove under the main building.

What ever was behind the walls needed to be found out and it was a job for the whole party, no lone adventurer should venture into the secret passage that was a secret to not just the new custodians of the keep but the existing ones as well.



Thanks for dropping by tonight for an expansion to The Bleak adventure campaign. With the concept of having a Bastion rooted in the new Dungeon Masters Guide the premise of a owned building providing an avenue of adventure is a bit more than homebrew now, something that generates adventure and not just a place to hold the dozen +1 longswords that a party would collect over a series of adventures. Don’t forget that tomorrow is ZINE night so make sure you come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Bellowing Charge

The Bloodhorns are a clan of mercenary-like minotaurs and they are the star of the show this week, well their bellowing charge is more to the point. Fast and lethal these creatures are here for a single purpose, to collect the bounty on the party and Clarice’s head. But I am sure that they have something to say about that…

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Bellowing Charge

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The basic minotaur is lethal in its own right. Able to throw caution to the wind and grant itself advantage on all attacks, raising its potential to hit by another 25%, roughly, but granting the same bonus for opponents to hit itself. But on the charge its able to deal immense damage that would fell a lesser man and heavily injure many these creatures are something to be feared.

Minotaur – created in Tetra-cube

However a well run operation rarely just has foot soldiers, minotaur’s or otherwise, and that’s where the Minotaur Bull comes into it this week. A fine specimen if there ever was one of this race the Minotaur bull is something that many calves dream of becoming. Its bellows drive other minotaurs into a blood frenzy, able to hit harder and more accurately while fighting near the leader of the herd.

They are generally larger, stronger and more well fed than others, able to sustain a much bigger amount of hurt before it succumbs to its wounds. However it will dish out much more pain that it will receive before it falls to a smaller humanoid.

Minotaur Bull – created in Tetra-cube

Thanks for joining me tonight for another short one and a new take on some monstrous races that we may see on the battlefield opposite us. Be sure to come back over the weekend as I continue to create more content daily and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Jostaire Woods

Inspired by the cartoon style of the images created housing the minotaur from last nights, Horns at Dawn, this weeks map featuring the Jostaire Woods is in glorious watercolour. That cartoony style is just something that I dig so much. Anyway, moving on!

So sit back, grab a coffee, and let’s explore tonight’s Map!


Jostaire Woods

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Jostiare Woods – Created in Inkarnate.

Another map with plenty of trees and bushes that give a lot of cover for, again, lots of enemies and the party. This is dialled up to 11 with the logs and bushes that are prolific in the forest. However the elevated hills give a vantage point for either ally of foe as they try get the upper hand against each other.


Only four layers used for the background this week and with the already blended look from the watercolour texture paint it gave a good blended appearance. The art assets are a mix of sizes between 50% 100% to give variation where there normally may not be any. But a simple map with some opacity and the hills blend together very nicely with this art style.


Thanks for joining me for another map making night. The art style this week takes me back to early days before high resolution art packs with map making software. But this map means nothing without an enemy to be facing off against and despite the reveal last night tomorrow night we reveal more with the Fightnight. So don’t forget to come back tomorrow for this last piece of the puzzle and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Horns at Dawn

Now you may be wondering where one would hire a shock-troop force of minotaur’s to raise their horns at dawn, pun intended, but where there is gold there is a way. This week on the way back to Jostaire with the cleric Clarice along side them they are confronted by the blaring of horns and then actual horns of the real threat appears.

So let’s grab a coffee, fasten our belts because its fight or flight and there’s enough caffeine in that brew to knock a cow off its hooves! Or so we hope…


Horns at Dawn

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Horns at Dawn – Created in Nightcafe.

The departure from Narrowbreath was a cake walk in comparison to the amount of waylays and wannabe assassins that they had encountered on the trip to the city and as they rose from their small camp before dawn they looked around to ensure that nothing had got past their watch.

Indeed all seemed well, everyone was accounted for and the various processes they had put in place to alert them to anyone foolish enough to attempt something during the night were all accounted for. As they packed up their tents, the fire and strapped on their armour once more the sound of a distant horn drew their attention. A long and mournful noise of a hunting or warhorn could be heard in the distance signalling the start of something.

‘I guess that there is some hunting going on further towards Jostaire for there to be horns at dawn and this close to the city.’ Clarice said as she strapped her bracer down to her forearm. ‘It’s not uncommon for nobles of either Jostaire or Narrowbreath to come this way for hunting in the woods, there is a good supply of game that the morning lord helps light the way to find.’ she added with a silent gesture to her patron deity.

As they started moving the horns sounded off again with the distant sound of hooves as the party stopped to listen. Something about the mournful cry of the instrument and the direction of travel didn’t bode well as it the light of dawn started to push through the forest. Then the horns sounded again as they decided to move on again and this time it was loud enough that they expected it to be right next to them.

A jagged branch caught their attention as it swayed in the wind. As the branch moved the dawn light revealed it to be smooth and polished at points with ridges that ringed the branch as it moved towards a pointed tip. It was a few moments too late that the party realised that it was a horn of a large creature.

As the horned creature pushed through the trees and bushes as it flexed its massively broad and armoured shoulders. A Minotaur. It reared its head backwards and bellowed out a mournful horn-like bellow which was shortly echoes behind it as several more appeared all wearing similar scrappy armour and wielding hefty giant axes and swords.

The same mark appeared on all their clothing and shields, a clan symbol of some such. It was safe to say that it wasn’t some random jolly walk that had drawn the minotaur’s towards the party or their quarry, Clarice, they were here for a reason.


Thanks for joining me tonight for another twist to continue to expand and wrap up this adventure. But there is more to come so don’t forget to come back each night this week to follow the progress of this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Called by the Morning Light

Both the wife of Radulas, Kathryn, and the cleric Clarice are drawn to ask the party for assistance this week as they are called by the morning light to complete this quest. While the Lady Kathryn wants her husband cured and the city her family has driven to prosperity saved the warrior Clarice wants something more. But as we explore these characters, the complex relationships and the dangers this week we cant overlook how not all good deeds ask for nothing in return.

So let’s grab a coffee, saddle up and continue to watch the shadows for the things that go bump in the night!


Called by the Morning Light

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The morning light trickled into the small chamber that the Rustlestone estate had constructed for holy ceremonies and events of particular significant. Kathryn sat in the morning light that trickled through the window and waited for the news that she had hoped for. She had given the adventurers the night to consider the proposal as it was incredibly dangerous considering that they anticipated that their lives would be targeted the moment it came known that they had taken the job.

‘My Lady,’ one of her house guards said as she entered the room as she took off her helmet, ‘they, the adventurers, have accepted your conditions and have left this morning for Narrowbreath. If all goes well they should be back just after the sixth dawn.’

Kathryn Rustlestone – Created in Nightcafe.

It hadn’t occurred to Kathryn until now just how much she was depending on these strangers to cure her husband. It wasn’t something that the clerics or healers of this city could cure and only one who had devoted their life to the healing craft would succeed. And so when the relief of that weight, that held breath that wasn’t aware she was holding washed over her it brought tears to her eyes and a quick short sob. ‘Thanks Gen. Now we must pray to any god, the morning lord of the one that oversees the night, any who will hear us that they return successful and with the cleric with them.’


Clarice Brightborn – created in nightcafe.

As soon as she had left the temple she knew she was being watched and followed. Clarice normally did not carry such an array of weaponry unless on a quest but she had found need of it on her last few ventures out of the temple where she resided. Even before she had sent the message, via the head of her order of clerics, to the city of Jostaire to request passage to heal one of the prominent leaders of the city, she had people following her and even several tried to attack her.

Luckily the morning lord watched her even while he was resting and she made short work of those thugs. However she had learnt from them that there was a bounty on her head. Not just her head but on any healer that was experienced and according to one of the thugs that she had handed over to the authorities, it was any healer within a weeks travel of Jostaire.

As she watched a group of travellers watching her she continued on her way to the tavern, the Mindful Badger, where she had waited for a few nights now in case Lady Rustlestone had sent for her. As she sat down at the table that she had frequented the last few days and sipped the water from the tankard she watched as the same adventurers entered the tavern and came to stand near her booth.

‘I must warn you, that I have had a rough week and am a bit jumpy,’ she offered as they went to sit down. ‘Have you been sent by Lord Rockenworth?” she offered trying to catch would be assassins in their own trap. When they corrected her and offered a letter from Lady Rustlestone she breathed a sigh of relive. ‘Please forgive my deception. I have had numerous attempts on my life which ended poorly for those foolish to strike at the sun. However they are growing in desperation and I must admit, they are getting closer.’ she paused to sip her water again. ‘So tell me, when can we leave to cure the lord?’

Clarice wasn’t an impatient person, oh no. But helping the Lord and Lady Rustleworth of Jostaire would fulfill a goal of her order. To have a temple of Lathander established within the major city where his light can ensure that this level of unchecked darkness won’t happen again.


Thanks for visiting tonight for a bit of a story driving night. Don’t forget that tomorrow and each night after we will continue to expand this adventure further. So don’t forget to come back tomorrow for more adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Bed Bound

A sick noble bed bound and foul play the obvious causation has the party preparing to travel across the kingdom to seek out a cleric of considerable power. But it wont be easy as those who want the noble to stay as he is will go to extraordinary lengths to ensure that the party will fail in their quest.

So let’s grab a coffee, keep your friends close as this week the hunters become the prey!


The second most powerful nobleman Radulas Rustletone has suddenly fallen ill and all attempts to heal him has failed. His family has approached a group of adventurers in secret as they were given a tip that a cleric of Lathander in a city a few days travel by horseback away may be able to cure what has afflicted him. Radulas happens to be second in line to ruling the city of Jostaire with only one other nobleman out-ranking him.

However, dark plots are at play here and there are shadows that move about to delay and even stop the party from reaching their destination, Clarice Brightborn. Will they be able to overcome the league of assassins that stalk them to save the just and noble Radulas or will they fall to the same dark plot as he did.


Bed Bound

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Radulas Rustlestone Bed Bound – Created in Nightcafe.

The man before the party still had the authoritative gaze and presence of the nobleman that he was indeed. However his gaze was just that, a gaze, and despite the best effort of the healers of Jostaire no one had been able to cure him of his affliction. That’s where Kathryn Rustlestone had reached out to the party due to their reputation.

A messenger had come for them, from the church of Lathander a few days travel via horseback away saying that one of their own, Clarice Brightborn, believed she could cure the noble, Radulas Rustlestone, and could raise him from being bed bound. However she believed that she was being targeted and had requested an escort to see the nobleman.

Lady Rustlestone had jumped at the first sign of being able to cure her husband and had reached out to get the very best involved. The pay was as good to be expected, a few years wages for the average commoner, however they had also been promised much more. Titles and land, something that would give them authoritative power and influence in not just this city but many in the kingdom.

‘My husband fell ill about a week ago and within a days cycle he was unable to speak, move or even recognise his family. However one of nobles daughters is a mage and she confirmed that he still thinks and pleads for assistance.’ Kathryn paused to wipe away a tear. ‘We suspect foul play, that is why Clarice is unable to travel by herself as she too is being targeted. The job will not be easy but the rewards are more than enough to compensate. A title, land and gold enough to make something out of both.’

The party looked between the man and his wife. It was obvious that she cared for him greatly and that there was something foul at play here. However despite their own efforts they could not rouse him and it appeared as though this Clarice in another city may be the best bet they have. Radulas was a well off merchant who was influential and powerful enough to be next in line to govern the city if another noble was to step down. Together both families had run the city in prosperity for a number of years. However it was appearing shaky now and the other family was struggling to get motions passed to ensure the success of the city without Radulas there.

‘So will you help us? I heard you were the best and I only wanted those who could actually save my husband.’ Lady Rustlestone pleaded one more time, looking at her husband and squeezing his hand.


Another week has begun and I want to thank you for stopping by to stay up to date on another adventure here on my blog. But don’t forget that I will continue to expand this adventure each day this week so make sure to come back daily. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Gilded Trap

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think its still working well so without any further waiting I present The Gilded Trap, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legend RPG, D&D or any other RPG System.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. 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, The Gilded Trap, and that your rolls are made with advantage.


The Gilded Trap

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The gilded trap – Created in Nightcafe.

The party had been included as the increased security for the queens charity ball. This ball coincided with her birthday where she accepted donations of any kind to fund her charitable work for the kingdom’s people for the next year. The royal guard, knowing of an attempt on Queen Maribeth’s life was likely, had hired reputable adventurers as additional security and urged the queen to reconsider the event. But she insisted on holding the usual festivities. Despite the guard and party’s vigilance, disaster struck when a noble’s gift, a bag made from Lamia hair, triggered an explosive magical rift. The force pulled the Queen, her guards, and the chest of gifts into another swirling vortex. As chaos erupted and suspects were detained, the party faced the grim reality of their failure. Without knowing the plane, the Queen might never return, and their reputation as her protectors was irrevocably tarnished.


Stepping through the portal, the party found themselves suspended in an otherworldly expanse, where gravity held no dominion. Wisps of silver and lavender clouds swirled around them, casting an ethereal glow throughout the visible landscape. Fragments of ancient buildings, remnants of forgotten civilisations or cities, drifted lazily through the astral sea. The silence was deep and all consuming, broken only by the distant hum of arcane energies. As the party floated amidst the ruins and clouds, their senses were overwhelmed by the nothingness and surreal qualities that the plane held for them.


PDF adventure – The Gilded Trap



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

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 and year. 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

The Dark of Parsh Forest

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think its still working well so without any further waiting I present The Dark of Parsh Forest, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legend RPG, D&D or any other RPG System.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. 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, The Dark of Parsh Forest, and that your rolls are made with advantage.


The Dark of Parsh Forest

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Farden Village Tavern – Created in Nightcafe.

As they sat around the tavern, they heard increasingly wild tales of the Parsh forest. A merchant swore he’d seen a two-headed creature, while a woman mourned her missing daughter, whose blue ribbon was found in the woods. Seven children had vanished, and a hunter who searched for his sister never returned. Drunken hunters admitted their fear of the forest, revealing they hadn’t ventured deep in. The old hermit, with supposed elven blood and a history of the forest, was absent but known for his tales that blurred the line between truth and folklore.

‘Old Garet would have a story about whatโ€™s happening. He will know what to do.’ a young man said nervously after hearing the story of the missing young ones.
โ€˜Garet? Heโ€™s mad. Got that madness the elves of Parsh had, I wouldnโ€™t trust anything he says.โ€™ an older woman said as she eyes the group. โ€œRemember when he burnt down the corn as he said it would curse the village?โ€ she continued. โ€˜Donโ€™t you trust mad Garet.โ€™
โ€˜He may be mad, but he is the only one that knows the tales of old. Surely he knows what is going on and can helpโ€™ the same young man rebutted which earned him a mixture of nods and murmured disagreements.


Garet was easy enough to find and opened the door with a near jovial expression on his face. โ€˜Guests! Guests! I better put the tea onโ€™ he exclaimed as he hobbled off towards the hearth of his mudbrick hut. Using a worn wooden ladle he scooped out some water and poured it into a cup which had a sprinkling of leaves in it. Shuffling back, most of the boiling water ending up on the dirt floor, he handed the cup to the first in line for his hospitality.

โ€˜Some teaโ€ฆ?โ€™ he asked, looking at the others. The first cup looked to contain half an earth worm, a few pine needles and what appeared to be dog or cat hair; potentially even one of his scruffy beard hairs. After asking he scooped out his own serving, sprinkling his own few leaves into it and sat down, gingerly, on a pile of furs near the hearth to stay warm. His thin frame looked tiny in comparison to the cloak of furs he held around his shoulders.

After sipping from the obviously too hot tea he smiled, nodded once as if satisfied with the brew before looking to the party. โ€˜The woods have ears, did you know that?โ€™ he began. โ€˜When the elves first left the woods and headed south past the human lands they encountered the first settlers of this village. Back then the woods were said to come alive at the beck and call of the elves to build their houses and fight their enemies.โ€™ he paused to sip his scalding tea. โ€˜But when the winged ones left the trees stopped.โ€™ he paused to pick out the other half of the worm from his tea. โ€˜A Pity as I always wanted to talk to a tree.โ€™ he mused to himself.

Synthia walked into the room hastily putting down a basket that had dozens of root vegetables assorted in near piles. โ€˜Sorry Garet there was word that some hot shot adventurers had come to the village so I tried to find them.โ€™ she began before turning around and noticing the party. โ€˜Oh, I guess I found them. Hi Iโ€™m Synthia. I am Garetโ€™s apprentice, come household help.โ€™ she added with more than a bit of disdain. โ€˜I am here to learn all I can from Garet so that he can retire while he still has some of his memories. I have started to try and write them down in books but,โ€™ she paused looking at the man who was scooping out the other half of the worm, โ€˜Somehow I donโ€™t think Iโ€™ll fill a book of actual history. All his stories he tells donโ€™t make sense or are impossible.โ€™ she added with frustration.

โ€˜Synthia, dear girl. Did I tell you about the spell at the heart of the forest? The one that called the winged ones home and silenced the trees?โ€™ he added, chewing still. โ€˜They say that nine are needed to bring back the trees but I donโ€™t think we could find nine more winged ones. They all disappeared.โ€™ he paused again before telling another story.

โ€˜See, wild stories.โ€™ Synthia added, looking at the party knowingly. โ€˜I do have some of the ones that made sense in this book if you want to take a look over it. If thereโ€™s any questions Iโ€™m from Remale, the village one over. I will be here not long as I must leave before dusk.โ€™


PDF adventure – The Dark of Parsh Forest



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

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 and year. 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

The Isem Strike Force

The mercenaries, and soldiers, of the Isem kingdom are well informed about the habits, movements and even members of the Musca forces. However they weren’t expecting a group of well trained adventurers to also be present which changes their plans considerably.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Isem Strike Force

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The humble Isem thug is a sturdy combatant with an eye for causing chaos. Equipped with flame charges, a variant of alchemist fire, these arsonist-warriors fight with fire and those who leave the fight are rarely unharmed. These are the foot soldiers of the Isem strike force who has come to disrupt the empire of Musca with their plans but, they are not hardened veterans nor are they the ones calling the shots.

Isem Thug – created in Tetra-cube

When the foot soldiers are unable to get the job done, or are simply following orders, the Isem White Guard will step into the foray and they pack a meaty punch.

The Isem White Guard are named for the ash and soot that they leave behind them. Gifted a Flame Forged Cinder Shard, a long sword of a sort, these warriors fight brutally, efficiently and rarely do they have any prisoners to take alive. Their blades seem to drip with the same alchemical components that the Flame Charge is made from, yet it doesn’t expire. These blades burn white hot and leave just white ash in their wake.

Isem White Guard – created in Tetra-cube

Thanks for joining me tonight as two slight-variant stat blocks from well used opponents. Working as a group and a well oiled military machine a group of these warriors would pose a substantial threat for any party going against them. While that’s been said don’t forget that we still have two more nights this week so make sure to come back over the weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe