Sewer Skulkers

Tonight we have a pretty standard one where we meet the Sewer Skulkers. We have a few lightly modified stat-blocks to give flavour (and spice it up for even veteran players) so keep an eye out for how to use these new adversaries in your adventures.

So keep your eyes peeled, ready for an ambush and on the shadows that skulk in the sewers in tonight’s adventure!


Sewer Skulkers

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As the party watched the first of the dozens of men and women rip off their dark clothes to reveal the city watches emblems they knew that they were not the first on the scene. As the city watch rushed towards the cultists chanting near the cursed blade the party also took this moment to engage. The shadows seemed to move as more cultists appeared and rushed forward, dark gleaming blades seemingly dripped with the malicious magic from the ritual.

A select few, maybe half a dozen, remained kneeling and chanted as the others rushed to protect those who chanted closest to the altar and the reverberating blade shards that they were intent on mending. As the fight ensued the unholy energy from the blades cut deeper than anticipated. A evil seeped from the blades and made the wounds they left even more painful.

The party did their best to aid the city watch but it wasn’t long until a few of their numbers fell to magic or blade, the party needed to increase their effort. The footing was not only unpleasant but treacherous. The stones of the canal gave way to any substantial weight and what they did manage to find stable near the sewage filled drains was slippery.

Repressing their bile they fought against the cultists, a few of their members lay unconscious or dead and they fought harder knowing that their plans were in jeopardy.


Thanks for visiting tonight to see this stinky update with the sewer skulkers. Don’t forget that the next few nights will also be bringing more content, so don’t forget to come back to not miss a thing. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Kestel’s Sewers

Tonights map is pretty bleak and dark, its Kestel’s Sewers! Tracking the thieves to a weird conjunction in the sewers the party find themselves standing off against several robed, cloaked and hooded figures who are dabbling in dark magic.

So get your boots out as tonight might get messy with tonight’s adventure!


Kestel’s Sewers

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Kestel’s Sewer’s- Created in Inkarnate.

The smell is nearly unbearable as the party trek deeper into the tunnel where further on a faint flickering light and low murmured voices bounce off the walls. There are thick slimy mushrooms that line the walls as they try to avoid stepping into the water to avoid alerting those who they were sneaking up on.

The end of the dank tunnel reveals another unappealing sight. A junction of different sewer canals from other parts of the city move the cities sewage into overfull drains. Dozens of cloaked men and women chant around a burning brazier whose acrid smoke does nothing to hide the stench from the raw sewage. In front of the brazier and surrounded by chanting individual a arcane symbol carved into the ground thrums with power and dozens of metallic shards shine and over above it.

The Dark Shards.


Now its been a while since I have worked on a sewer map and it was enjoyable. Different levels were used to get the raw sewage drippings? River? Streams? Trickles? whatever they are moving down into the deeper parts of the canals and beyond. Five texture layers created the ground for tonight’s and a lot of bricks, many of them placed individually and several were part of a set to crown in the copper coloured canals.

The rest is pretty easy with overlapping pipes, walls and a few random archways to give height and depth to the map.


Thanks for visiting tonight for the encounter map and final confrontation to the man who got away. Don’t forget to come back tomorrow night for more content and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Blocked Passage

Tonight the party dive deeper into the tunnels beneath the warehouse only to find a blocked passage. The way forward lost and with their only leads being a few thieves they encountered in a crudely dug out room they are left with one last avenue to pursue.

So let’s wrap up this urban spelunking, grab out coffees to go and make haste back to where it started in tonight’s adventure!


Blocked Passage

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Temple to Helm, Created in WordPress!?

As the party watched the last of the surprised and under dressed thieves get their hands tied by the guards they took note of the room. A small space that resembled more mine or hovel than living quarters was dug by hand. The marks on the walls from the tools biting into the soil and rocks indicated that it had been dug by hand.

Four flat benches with a pile of blankets created the rough beds that the four men and women were sleeping on when the party followed the strange reverberating growl. The growl? The brawny woman snoring as near-snuffed lantern light cast flickering shadows on the walls. They found several goods, presumably stolen by the small group of thieves in a bag at the end of the woman’s bed.

When questioned they didn’t resist and told the party what they wanted, except for the identity of the man in the black cloak. They swore that they had seen no such man and that they only thing they had seen that was odd was one of the passageways heading towards the centre of the town had collapsed. They were planning to dig it out again before they were ambushed by the party and guards.

The passageway led towards the market district where it connected with the sewers that ran all throughout the city – a great way to move about undetected they assured the party. With the thieves in toe they were led to the blocked passage and it looked to be anything but naturally formed – someone wanted this passageway blocked but for what purpose? The thieves were escorted out and into the warehouse again where the door to the street creaked open slightly – it mustn’t have closed properly when they entered.

As they moved through the streets the thieves begged for mercy offering assistance and more if they would spare them from the jails and executioners block. The guards promised nothing but walked them towards the city watch headquarters. As they moved past the first of several large grates that led to the sewers below the party eyed the road that was lined sporadically with these grates.

At the end of the road was the temple to Helm. From this distance the party saw no priests out front, odd considering that they always had two clerics guarding the doors. As the city watch guards took the suspects in for questioning the party found their feet moving towards the temple, a sigh on the door saying ‘Closed. Come back tomorrow.’

Pushing on the door they found it jammed, as they pushed through the door they found the unconscious, yet alive, bodies of the two clerics who were on guard that morning pressed against the door. T A strong stench was smelt through the building as they pressed on wards. A large hole had formed in the floor leading to the sewers that ran beneath the temple. The door to the High Clerics room was smashed open and they see the form of Tyson who was slowly coming to.

Rushing towards Tyson, the other clerics and few patrons in the room looked injured but just knocked out they helped him sit. ‘Thank Helm that you’re here. There was an unnatural silence which even our prayers couldn’t break through before the floor erupted outwards. Some of the clerics were hit by flying debris and as we tended to their wounds we… Well I don’t know what happened. I remember turning as I wanted to check on the Shard and a sharp pain in my neck is the last thing I remember. That and a black cloak.’

Tyson stopped talking and stood to his feet, casting a prayer of healing on himself before moving to the patrons and other clerics to heal them. ‘We are in no state to pursue the thieves. I heard from Sister Emelia that her temple was also robbed of their shard a week past. Whoever is behind has a plan and if it involves those shards, the Realm Slayer will be reforged.’ he paused as a worried look crossed his face. ‘We can not let that happen, it would surely lead to war.’

The party received a small bag of supplies from the clerics as they fetched a ladder, normally for reaching tomes and scrolls from the quaint library. As the clerics lowered it so the party could reach the sewers without jumping down they saw mud covered foot prints leading along the walkway and deeper into the sewers ahead.


Thanks for visiting tonight for the expansion of this weeks adventure. The Cult of the Cursed Blade has revealed themselves and the party are first on the scene. Tomorrow we will cover the map and further set some of the scene on Friday. So don’t forget to come back the next two days so you don’t miss out! And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Darkened Doorways

Tonight the party meet Captain Elara Stote who sends them with a small group to a warehouse thought long abandoned. Well that’s what they were told as they find themselves warned to steer clear of it and of the strange cloaked people entering the warehouse but not leaving. Something up afoot in Kestel and the party suspect Elara knows more than what she has revealed.

Tonight’s a quick stroll through the streets before we jump into tonight’s adventure!


Darkened Doorways

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Elara Stote – Created in WordPress!?

The party approached the City Watch headquarters set to complete the next job for Tyson. As they prepare themselves to gather any leads on the third thief that escaped being captured they push through the large double doors. The headquarters for the city guard was a bustling hub of activity, with guards coming and going, discussing recent crimes and patrol routes.

As they entered, they were greeted by Captain Elara Stote, a seasoned and stern-looking guard captain known for her sharp mind and unwavering dedication to her job. Captain Elara listened intently to the party’s description of the thieves and looked at a wall covered in squares of parchment. ‘We’ve had reports of suspicious activity in the old warehouse district. It’s a known hideout for criminals and other rough types,’ she said.

Within a few minutes, Captain Elara assigned a small squad of guards to accompany the party to the warehouse district. She said it was because she wanted to ensure they had backup in case things got dangerous but the party suspected other reasons. They had managed to glance at one of the squares of parchment and saw that it had orders for her to send a group toe the warehouse to investigate stolen goods. Captain Elara may be a woman of dedication and honor but she wasn’t above using the party to aid her cause.

The squad was composed of mainly seasoned guards with a single new recruit who was more bravado than brain. As they moved through the street the guard pulled long brown cloaks over their tunic so they could attempt to blend into the crowd on their approach.

Navigating the cramped streets, the party and their new companions questioned locals and gathered more information as they went. They learned about a recent sighting of a cloaked figure entering an abandoned warehouse, a building that had long been a haven for illicit activities. They were warned about staying too long in the warehouse unless they wanted trouble. Bands of thieves and thugs roughed up ordinary folk for their coins or goods before sending them scurrying out of the area with bruises and cuts as the only evidence that they once had money.

The party and guards approached the warehouse cautiously, noting signs of recent traffic near its doors. Scattered footprints and faint light seeping through boarded-up windows hinted that there may be people within. With a silent signal, they prepared to enter, weapons at the ready.

Inside, they found evidence of a larger and darker presence. Dark symbols painted on the walls and an altar set up in the centre of the room caused it to feel darker than what it was. As the party shook off the shivers that travelled down their spines they noticed a slight movement of a scrap of cloth hung next to a wall. A breeze flowed from the wall into the room revealing a hidden passage that led to a series of underground crudely dug tunnels.


Thanks for visiting tonight to meet Elara and get a glimpse into the next part of this weeks adventure. Don’t forget that tomorrow we will dive deeper into the plot, exploring the symbols and uncovering a darkness beneath the streets. So don’t forget to come back tomorrow and the other nights this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Stealing Shards

Tonight we kick off this weeks adventure with the party investigating a group of thieves who are focusing on stealing shards. Those who wish to steal the dark shards can only have bad intentions. So the party will have their hands cut out this week!

So come with me as we stroll into the temple and onward into tonight’s adventure!


The problem with having something irreplaceable and something indescribably evil is that it always attracts the wrong kind of attention. The Temple of Helm in Kestel houses one of the Dark Shards, a slither of a cursed blade that was once used to slay the founding king of Kestel and beyond.

While visiting the head cleric of helm the party stops an attempt at stealing the shard. The high cleric asks the party to investigate the incident while they check in with the other temples that hold the other shards of the cursed blade.


Stealing Shards

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Stealing Shards – Created in WordPress!?

The party can’t help but admire the spires of the Temple that reached into the sky. The temple of Helm had hired the party to retrieve some medical goods that had been taken by bandits on their way to the city. As they moved through the door with the bags of goods the clerics out the front let them pass with a broad smile on their face.

‘We knew the high cleric had good eyes when hiring you to go after those bandits. He is just inside and will be glad to see that you have returned.’ the woman said as they approached. After passing the large doors the party saw Tyson, the high cleric smiled and finished chatting to a noblewoman who thanked the cleric before leaving past the party.

‘I see that you have returned with the supplies and that you are in good form.’ he said smiling at the party. As he started to enquire about the bandits and how the job went the party notice two suspicious looking people sneaking into a room that the party knew to be Tyson’s quarters.

As they enter the room they catch three people, a third dressed in a dark cloak. The people stared at the party who stared back as the thieves were in the middle of pulling out drawers. A sudden burst of movement saw a cloud of smoke erupt from where the foes were and the party felt the thieves rush into them. A quick fight broke out where the party managed to apprehend two our of the three intruders.

Tyson took the thieves away for questioning but he suspected he knew what they were after. ‘This temple to Helm is one of a few sister temples that all hold a Dark Shard, a fragment of a cursed blade that slew the first king of this Land and Kestel. I don’t know what they would be wanting with that item but it’s the only thing I can think of them being after to attack us in such a manner.’ he paused and thought for a moment.

‘I will also check with the sister temples to see if they have had any trouble. If I could be so bold to quickly ask you to perform another job for the temple.’ he paused to watch the men taken into custody with the city guards that had come to grab the thieves. ‘Can you work with the guard to investigate what they want. I believe that there was three of them but we apprehended two, maybe locating the third thief would illuminate what they are after?’



Thanks for visiting tonight, don’t forget that this is just the start of the week and we have another four nights of content at my tabletop. So don’t forget to come back each day this week and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Murder at Mouler’s Peak

Now for the next Zine of the year I present, in single page zine format, Murder at Mouler’s Peak. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

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, Murder at Mouler’s Peak, and that all your rolls are made with advantage.


Murder at Mouler’s Peak

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Murder at Mouler’s Peak – Created in WordPress!?

The man sits before them and looks nervously at the party before smiling at the girl next to him, his daughter, before talking more. โ€˜Thanks for seeing us, I know that adventurers of your reputation would be quite busy as it is and I promised my late wife that I would do the best for her daughter.โ€™ he said, smiling at the girl. โ€˜Feli is all I have left of her late mother and I need to get her away from the city so she can avoid the bad arranged marriage to a fiendish man.โ€™ he said at the party. โ€˜I just need her escorted to Moulderโ€™s Peak, a little fort in the mountains, a day’s travel. Feli can show you the way as her uncle will be waiting for her there to take her where she canโ€™t be found.โ€™ he hesitated as he debated whether he should say something, โ€˜She may be followed though. The man in question is known to send thugs after people who stood against them. I am happy to pay for danger money to ensure she gets there safely in the rare case that she is followed.โ€™ he says tentatively but itโ€™s obvious he is hiding something.


The party left the main road from Kestel, heading east towards the fort at Moulerโ€™s Peak. Their mission was to escort Feli, their employer’s daughter, to her uncle at the fort, escaping an unwanted marriage. Feli, a quiet but intelligent companion, proved valuable as they navigated through the city and onto the open road. Along the way, they caught glimpses of men following them, prompting the party to choose a less-travelled back road through fearsome woods, where only the city guard dared venture.

During their journey, Feli hunted small game to sustain them, and around a concealed campfire, she revealed her troubling past. Betrothed to a ruthless gang leader to settle her mother’s debts, Feli’s voice was cold and she shivered as she spoke of the danger she fled. After thanking the party and retiring for the night, the group remained on high alert, sensing the eyes of a predator upon them. The next morning, they discovered deep tracks of a large beast near their camp, realizing the importance of heightened vigilance as they continued their perilous journey towards Mouler’s Peak.


PDF adventure – Murder at Mouler’s Peak



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sunset over Dawnshade

Tonight I wanted to do another quick adventure promp using the same format from earlier this year. So the adventure, Sunset over Dawnshade, was created with the idea of fabricated monsters and a the real monster being capitalism – that old trope.

So sit down as another quick adventure is just moments away!

Sunset over Dawnshade

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Sunset over Dawnshade – Created in WordPress!?

Title: Sunset over Dawnshade

Adventure Hook: The quiet village of Dawnshade has been recently become engulfed by fear as villagers report sightings of monstrous creatures emerging from the nearby Crystal Cavern. The cavern, once a source of wonder due to its beautiful, shimmering crystals, has become a place of fear. No villager or miner is willing to go into the Cavern and as the local lord is concerned about the villages livelihood.

The lord seeks brave adventurers to investigate and eliminate this threat to the village and its people.

Notable NPC: Ronan Ironbeard – A stout and strong dwarf with a temper problem. Once a former miner no the only man who is willing to brave the mines with the monsters being reported. Only he knows the Crystal Cavern like the back of his hand and is willing to show the party. Ronan is quick to judge but loyal to those who prove their worth. His knowledge of the caverns and mining experience make him an invaluable ally. Despite his tough exterior, he has a soft spot for the village and its people who accepted him when his clan did not.

Location: The Crystal Cavern – A magnificent underground cavern system connected by twisting tunnels that formed a labyrinth under ground. The cavernous spaces are filled with sparkling crystals that cast an eerie glow and refract light which reacts to magic in the air. The cavern’s beauty is marred by some of the cruder pathways of which some are half built. These treacherous half constructed pathways are not the only thing that is dangerous within the cavern as there is a lurking presence of something sinister that all that enter can feel.

Hidden Plot Twist: The party don’t find any trace of anything evil or monster within the caverns. They do however find a source of monstrous greed – the lord of Dawnshade. He has found a buyer for the crystals and needs the villagers to believe that the caverns are no longer safe. He organised for Ronan and the party to be in the mines and to be murdered in order to make it look more dangerous that what it is.

The party finds evidence of mining the crystals out which Ronan helps identify as recent before they find themselves face to face with the miners and the hired thugs of the Lord. One of the Lords house guards is with them and he reveals the plan before the combat starts.

Social Encounter: The party are able to house guard to betray his employer as he is only in it for the money the lord is paying him. The bag of gold is not worth his life, and if the party can convince him as such he declares before agreeing to reveal the lords plot in exchange for his life and their protection from the lords men.

Combat Encounter: The adventurers can fight the thugs and the house guard at which point the house guard would beg forgiveness before he is defeated. There are two thugs for every party member and while some of them work well together many evidently don’t know how to fight as a team.

Antagonist: The Lord of the Village has been overcome with greed and wants to sell the crystals to a merchant company. The village believe they are tied into the ancestors reason to settle nearby and almost treats the cavern as a religious place. The village council lets the Lord get away with what he wants as his guard have protected the townsfolk a few times when attacked by bandits or raiders.

Thanks for joining me for another quick adventure tonight. 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

Feli and the Felons

Another standard night for one of my adventures where we meet Feli and the Felons. Some re-skinned existing stat blocks for D&D but enough variety to help make it feel exciting and different, I hope.

So let’s hold our ground, stand firm as Feli and the Felons rush our front ranks in tonight’s adventure!


Feli and the Felons

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As the rough inmates rush across the worn stone of the courtyard they pick up any weapon they can. Some have raided the guard house, or had weapons thrown to them and are sporting heavy crossbows and maces – the weapon the guards at Mouler’s Peak. Feli makes another appearance handing a dagger to an escaped prisoner before darting behind more rushing madmen it which point the party lose sight of her.

It’s obvious now that Feli, their employer wanted to create the prison break and to frame the party but the reason was still not known. As the guard and the party stood firm against the felons as they rushed, stabbed, shot, slashed and swung at the defenders a hushed wave of quiet washed over them.

Feli walked next to a towering man who must have had giant or at least orcish blood in his veins. He stood at least eight feet tall and was busy pulling on the armour of a guard that still had the blood of its previous owner on it. This man must have been Feli’s target as he was given scimitars from a bag that Feli had on her hip and a bandoleer of daggers.

Drendle Bloodknuckle – Created in Tetra-cube.

‘Drendle Bloodknuckle’ several escapees muttered and made room for the hulk of a man as he strode forward rolling his shoulders as if preparing for the fight ahead. The one thing that the wannabe warlord of Kestel needed was a weapon and that weapon was this man it seems. Played hook, line and sinker.


Thanks for visiting again tonight for the combat stat blocks. One standard one and two modified one makes up the encounter of this week. Don’t forget to come back this weekend for more tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Prison Break at Mouler’s Peak

The map for tonight is capturing the tense night time scene of the Prison Break at Mouler’s Peak. The instigator should be known to the party, but not really the reason – although that was hinted On Tuesday. But prison scene where several guards have been slain, the prisoners are running around with looted gear and the party have a tough decision. Stand with the guard or flee.

So gear up, find a combat buddy and let’s strike out in tonight’s adventure!


Prison Break at Mouler’s Peak

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Prison Break at Mouler’s Peak- Created in Inkarnate.

The biggest issue here is the sheer size of the map, the unknown terrain, hidden corridors and the prisoners. There are so many prisoners here. But the party have a choice of where to be when they engage in combat, or not, and they are not alone as guard desperately try to get it back under control and order restored.

But despite the aid there is an overwhelming number of criminals here who will do just about anything to be free, including murdering all the guards and any who stand in their way.


About time I find myself enjoying creating a map that uses walls and building components. Normally I dread these maps but tonight I found myself enjoying it. There is maybe four textures in total to get the stony courtyard, walls and outside world looking alright. several different wall assets including some wooden palisade to create the walls themselves. Some archways to show movement between parts of the battlefield, torches for visibility and light and then three of several prison cells. Overall a fun and simple night.


Thanks for visiting tonight to get a glimpse inside the prison for this week. Don’t forget that we will reveal a a few stat blocks tomorrow for the encounter component of this weeks adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Betrayal at Mouler’s Peak

Tonight we witness the betrayal at Mouler’s peak where the job is not a real job and is, indeed, a setup. A night of twists and turns results in bloodshed as the most dangerous criminals are set loose upon the prison and its up to the guard, bolstered by the party, to keep order.

So let’s gear up, get ready as we charge into tonight’s adventure!


Betrayal at Mouler’s Peak

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Mouler’s Peak Gate – Created in WordPress!?

As the party reaches the imposing gates of Mouler’s Peak the sight of towering walls and heavily armed guards causes them a moments hesitation. As the scene of the heavily fortified gate, the guards looking inwards towards the keep and the glimpse of the fortifications beyond they realize that the fortress is not just a keep, but a fortified prison. The guards, eyes narrowed with suspicion step forward and greets the leader of the patrol before addressing the party with a stern voice.

‘We’ve received an anonymous tip about an attempted jailbreak orchestrated by a group matching your description,’ the guard captain declares, eyeing the party warily. The tension grows as the guard continues. ‘We didn’t think anyone would be stupid enough to attempt a jailbreak from Mouler’s Peak but here I stand, surprised and disappointed in the disparity between what we were expecting and what has appeared before us.’ the man doesn’t appear to be aggressive or hostile, but the way he is looking the party over he is definitely assessing them as threats.

Before as the guard starts to question them more, focusing on the lack of ward or client to be guarded, the party notices Feli climbing the last few feet of the wall. Before they can cry in alarm , her lithe form disappears over the walls and into the prison. The party’s outburst rewards them with the guards weapons being drawn as they are surrounded and the guards seized them. ‘You are to be detained until we can organise the truth to be discerned.’ The guard captain calmly yet firmly warns them. The distraction of the guards watching the party for their response provides just enough cover for her to make her move.

As the party start to argue with the guards, pleading their innocence and explaining the job they were given but the guards are not swayed. Instead more guards appear to watch them from within the keep and from the wall in anticipation of violence. ‘We have nothing to do with any jailbreak,’ one of the party members protests, stepping forward with hands raised in a gesture of peace. ‘We were hired to escort Feli to her uncle here at Mouler’s Peak. We’re not the villains here.’

The guards remain unconvinced, their expressions hardened by years at Mouler’s Peak. ‘It’s not up to us to take your word for it,’ the guard captain replies. ‘You’ll be coming with us for questioning.’

Just as the guards prepare to escort the party into the prison, a sudden commotion erupts beyond the walls. Shouts and alarm bells echo through the air, and the sound of hurried footsteps reverberates off the stone walls. The guards’ attention is drawn to the source of the disturbance, where the news spreads like wildfire of a lifeless body of one of their own being found in a pool of blood.

‘Intruders!’ one of the guards shouts, pointing towards the wall. ‘Sound the alarm!’

The party seizes the moment of chaos to make their case, pleading their innocence further. The guard captain’s eyes flicker with uncertainty as he assesses the situation. The urgency in the party’s voices and the sincerity in their eyes give him pause. ‘Come with me, take their weapons from them and don’t miss their foci and symbols. We’ve dealt with magic users before. They must have an accomplice within the walls.’

The party, now unarmed is escorted into the prison as the alarms continue to blare. The sight of the fallen guard being hurried to the infirmary serves as a grim reminder of the dangers that lurk within and outside the walls of Mouler’s Peak.


Thanks for visiting tonight for another expansion of the adventure. Don’t forget to come back each remaining day this week more more content. Tomorrow we will build upon the map and scene setting so don’t miss out!. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe