This week’s Zine is the single page format that emphasises giving the DMs inspiration but not dictating how they run the adventure. This has resulted in 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 it’s still working well, so without any further waiting I present Heraldry, Healers and Horns, 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, Heraldry, Healers and Horns, and that your rolls are made with advantage.
Heraldry, Healers and Horns
445SuHeHeHo

In the bustling city of Jostaire, nobleman Radulas Rustlestone lies bedridden, struck by a mysterious affliction that no healer could cure. His wife, Kathryn Rustlestone, desperate to save her husband, has reached out to the party, renowned for their heroism and their ability to complete any tasks that they are charged with. A messenger from the distant Church of Lathander arrives, bringing news that Clarice Brightborn, a healer from the church, believes she can cure Radulas. However, Clarice is being targeted and requests an escort to the nobleman’s side. With a generous offer of gold, titles, and land, Lady Rustlestone implores the party to undertake this perilous journey to save her husband and restore order to their city.
Recognizing the urgency and the potential foul play at hand, the party must decide whether to accept this high-stakes mission, knowing the rewards could transform their lives forever. Their decision could change the fate of Jostaire and its people.
The party made it to Narrowbreath where the church of Lathander stood proudly in the morning light. They had been ambushed three times on the way to the small city and even as they walked along the streets there was signs that they were being watched everywhere. But despite this no one dared to approach them as the guards, the local clergy of Lathander and their reputation surrounded them like a cover of awe for many people. They spent their day finding information out about their future ward, Clarice, as they prepared for the trip ahead of them. Finally as Clarice stepped out of the temple to Lathander it was evident that her keen senses picked up on the party watching her. Not surprisingly so as from what they had found out it had been a tough few weeks for her, filled with threats and actual attacks. Her priestly robes were replaced with battle ready armour and equally tested and tried weapons, a testament to the danger she had faced.
The party watched as she made her way to the Mindful Badger, the tavern they were meant to meet her at which confirmed that she was indeed the woman they were looking for. As she takes her usual seat and sips her water, the party catches her eyes as they enter the tavern. Approaching her booth, she raises a cautious hand, warning them of her rough week and testing their intentions by mentioning Lord Rockenworth. When they present Lady Rustlestone’s letter, she breathes a sigh of relief.
“Please forgive my deception,” she says, explaining the numerous attempts on her life and the growing desperation of her attackers. “So tell me, when can we leave to cure the lord?”
As the party departs from Narrowbreath, they find the journey unexpectedly calm, free from the usual threats they’d encountered before. On the second day at dawn, they carefully break camp, ensuring their surroundings remain secure. Just as they finish preparing, a distant, mournful horn echoes through the air, hinting at a hunt or impending danger.
Clarice comments on the sound, suggesting it might be noble hunters from Jostaire or Narrowbreath. They begin their trek, but the horns sound again, accompanied by the ominous thud of hooves. The dawn light reveals a smooth, polished and lightly ridged object moving among the trees. Realization dawns too late: it’s the horn of a massive Minotaur.
Bursting through the foliage, the Minotaur’s broad, armoured form becomes clear. It bellows a mournful call, soon echoed by several more of its kind, all bearing the same clan symbol on their armour and shields. The party quickly understands this isn’t a random encounter; the Minotaur’s are here with a purpose, likely targeting Clarice.
With weapons drawn and senses heightened, the adventurers brace themselves for the impending battle, knowing that this fierce opposition is far more than just a chance encounter.
PDF adventure – Heraldry, Healers and Horns
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
