Colter Danier

After an interesting interaction with the gardener named Colter Danier the party quickly become engrossed in the mystery and calamity that unfolds. With more than one innocent life on the line how will the party deal with whats going to happen at the Festival Botanica in Morrowell.

So boots on, shovels at the ready as we get covered in dirt in tonight’s adventure!


Colter Danier

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Colter Danier and his plant – Created in WordPress!?

The party retired to the inn that night after sourcing all but one of the alchemical ingredients they required from Morrowell. The last one, they were in luck, was from a plant that happened to be an entry for this year but only once it flowered – which would be any day now. So doomed to wait until the plant finally flowered they decided to enjoy the show while they waited.

However an interaction between entrants into the Festival Botanica troubled the party. A hot and fiery halfling had accused a man called Colter Danier of cheating which was passionately denied. But the interaction only declined once one of the judges declared Colter free from foul play. However as the halfling man, Jiggo Greenthumb, had stormed past the party he had been heard muttering ‘I’ll prove it that he is cheating.’

Despite that interaction once the druids had declared him free from unsportsmanlike behaviour his plant was more popular than ever. This caused a the crowd of discontents and those who agreed with Jiggo to move along but more visitors came to marvel at what Colter had managed to grow.

The party decided to check on the Altimus flower shortly after breakfast to see if their reagents were ready yet and their path to check on the grower, and the druids, took them past Colter’s own flower. They were stopped in their tracks as the plant had nearly doubled in size, a large swollen flower bud greeted them as the pioneering vines from the plant now hung over the edge. More than that the bud hung down nearly touching the soil of the barrel it was threatening to break free of as another two smaller buds had appeared and were reaching towards the skies.

‘I don’t know what happened, I came out with the druids this morning to find that Deakon, I named the plant,’ he muttered embarrassed ‘had grown to this size.’ the druids had again checked for sign of magic or tampering but the only sign of something unusual was the swollen flower bud. If it was to bloom it may likely be the size of a adult.

‘You!’ a voice roared from behind the party. ‘Jiggo didn’t come back last night. What did you do with him!’ an older halfling man stormed to threaten Colter with a wicked looking sickle.

‘Jiggo…’ Colter stuttered. ‘I haven’t seen the man since yesterday. I was staying with the druids last night as my previous arrangements had fallen through. ‘he glanced towards the halfling run Inn The Twisted Kettle and the disgust from the owners who stood near the angry mob that was forming behind the irate halfling. ‘So if he was looking to apologise I don’t know where he…’

‘Apologise! Pah! He was going to prove you cheated, confront you and get a confession. But when he didn’t come back we knew you did something.’ the man yelled again. At this point vines erupted from the earth to wrap around the halflings wrists to stop him from attacking the man. The vines separated Colter and the party and herded them to the edges of the streets near the plants in barrels and crates.

The druids rushed forward and with stern words disarmed the mob that had rallied against Colter. As the party looked around where they were they felt a tug at the back of their clothes. Looking backwards the only thing that lay there was Colters plant and the man himself was also a few feet away separated by the druids vines. Looking back at the plant the questing vines it produced now touching the earth at the sides of the barrels – but surely that was just their imagination.


Thanks for joining me tonight for another botanical update for this weeks adventure. Now the clever or veteran amongst you all may realise what is going on but – let’s just wait and see how the next few days unfold. So don’t forget to come back each day this week as we expand this adventure further. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Battle for Botanica

Tonight I bring to you the battle for botanica – an adventure that will kick start this week with a change of pace. However despite the name being flora related there is something different about what was on display at what was supposed to be a friendly competition.

So suit up, grab a coffee as we dig into tonight’s adventure!


The annual Battle for Botanica festival that was held in Morrowell had a long tradition in sourcing, growing and finding the plant that wins the high druids prize. The winning plant gets accepted into the garden of harmony and the village celebrates with a festival that trumps all others.

However, this year one of the entrants has disappeared without a trace and the only suspect is foul play. Will the party be able to locate the truth behind the disappearance in time or will others become plant fertiliser?


Battle for Botanica

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Morrowell Festival Botanica – Created in WordPress!?

As the sun hit the village of Morrowell the lush greens of the leaves and the myriad of colours from the flowers instantly told the party they were in the right place. Morrowell was famous for the plants and occasional fungi that the village cultivated under the watchful and caring eye of the head druids. The village itself a central hub where dozens of neighbouring villages came to partake in the Festival of Botanica.

The party had come to Morrowell as some of the rarest herbs and medicinal plants could be found within the small community. However their timing could not have been better as the festival was well under way. Anyone could participate and the rules were simple. Grow a plant and if the druid circle ruled it unique, healthy and important enough they would add it to the cultivated gardens within the village.

The single story houses were a mixture of mudbrick and wood woven together to give it and earthy and natural feel. It was to no one surprise that elves, halflings and gnomes were the primary races that inhabited the village. As the party walked down the only street within the village they noticed that either side of the walkway – as long as it wasn’t blocking a doorway there were large wooden crates and barrels that housed the plants – leading towards a large tiered hill that was the cultivated gardens of the druids.

There was a small tavern, general store and blacksmith that only had farming and gardening implements amongst the houses and the village was filled with people enthusiastically talking about their plants to whoever would stop to listen to them. a few large plants caught the parties eye as the vibrant colours indicated that they would have come from a tropical forest rather than where they were. As the party were drawn to it mutterings from other gardeners indicated that this was the least favourite plant by the growers – but the enthusiastic crowd painted it in a different light.

Large vines wrapped around the lip of the barrel it resided within and a few tuberous looking flowers were on the cusp of opening. A dizzying scent could be smelt which appeared to attract the bee’s flies and even beetles from their hiding place to come and investigate what could be making the smell.

‘It’s not from round here pops.’ one halfling said as the owner, a human, talked excitedly how he found the little tendrils in a bag of beans he had bought from a distant merchant.

‘A plant like that wouldn’t live in these places if it wasn’t for magic, ‘gainst the rules that is. Filthy cheat.’ the older man muttered to the younger. The party had to agree but the man insisted that he cared for it like any other plant. Sunshine, good soil and lots of water and fertiliser is all that he said he gave the plant. But there were many others gardeners who were busy spreading rumours about the man and his nearly too colourful plant.


Thanks for visiting for another night here at my tabletop. As we kick start the 11th adventure for the year I thought I’d mix it up a bit with something a bit less horror-inspired. Don’t forget that while this may start of a bit slow that we have the rest of the week left to go. So don’t forget to come back each day this week to keep up to date with what’s happening in the adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Relics of the Dark

Now for the next Zine of the year I present, in single page zine format, Relics of the Dark. 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, Relics of the Dark, and that all your rolls are made with advantage.


Relics of the Dark

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Relics of the Dark – Created in WordPress!?

The party reached Khumric, a city that defied their low expectations after a bleak journey through the Marsh of Despair. Once notorious, Khumric now buzzes with life, bustling with adventurers who explore the dangerous locales of the Marsh, Demongate, and Windhollow peaks. They navigate through vibrant markets and inns, surrounded by merchants selling items called Relics from three dungeon like locales that surrounded the town.The people of this town had adapted and grown, offering all manner of services for adventurers as the market was in delving through the dungeons, crypts and caverns of the three locales. The town thrived on the constant flow of treasure hunters delving into ancient crypts and treacherous caverns.

However, ominous news awaits them. A series of warnings on a central billboard reveal that no adventuring parties have returned from recent expeditions to the Demongate or the Crypt at the heart of the Marsh. A sudden vacancy at a local inn implies a high rate of missing adventurers. As the party contemplates their next steps, a wounded warrior announces a wyrm threat in Windhollow, seeking assistance to rescue survivors. The adventurers must engage with the Delver’s Guild to uncover the cause of these escalating dangers.


The party encountered Eulric Darkstone, the imposing leader of the Delver’s Guild, whose body was marked by extensive runic scars and embedded with the disc-relics made of silver, gold, and bronze. Eulric, a descendant of the heroes who defeated the three ancient evils around Khumric, exuded a powerful aura as his relics activated. Despite his unsettling presence and a faint metallic whine in his voice, he delivered crucial information about the crypts, the Demongate, and the wyrms, dismissing them as the sources of the recent disturbances. Eulric’s silver hair framed his frown as he expressed surprise at not sensing the party’s arrival, something he normally could do due to his relic-given connection to the land.

Realizing that the true threat was concealed within Khumric itself, Eulric deduced that an ancient power was hiding the evil among them. As the guild members hastily documented his revelations, Eulric appealed to the party for assistance, asking them to investigate the town for any signs of hidden malevolence. He emphasized that their unique nature made them the best hope for uncovering the source of the trouble and preventing further loss of life. The party now faced the daunting task of uncovering the concealed threat within the very heart of Khumric.


After leaving the Delvers Guild Hall, the party noticed an argument between a gate guard and a dwarf adventurer regarding missing adventurers. The dwarf claimed that his men had left through the Windhollow Peaks gate, but the guard insisted they hadn’t. The party approached the guard, who explained that records of departures and returns were kept to inform loved ones of lost adventurers. Due to recent issues, the town had closed the gates to prevent further casualties. The guard said the records showed no one had left, despite the dwarf’s insistence. Upon investigating further, the party discovered a clue that the same messenger had requested aid today and last week, suggesting a lead to the missing adventurers.

While searching for the messenger, the party encountered a man who claimed to have seen them earlier and needed their help. He offered a way out of the city past the guards to save the missing adventurers. Trusting him as their best lead, they followed him to a relic shop emitting a strong magical aura. Inside, they found hundreds of foul-resonating relics. As the man interacted with the shop owner, the sound of a shutting door indicated danger. The party realized they might uncover the source of the missing rescuers in the impending fight for survival.


After the man that attacked them was now unconscious after preventing them from going down a staircase, the party realized that the stairs led to a cellar rather than an escape route. As they descended into a dark room surrounded by stone walls, they heard sounds indicating something deeper beyond. The trap was sprung as the door clicked shut behind them, locking them in. The party in their attempted escape discovered a loose stone in the wall, revealing four dwarves who had been missing. These dwarves, along with others who had vanished from various delves, were found in the caves, driven mad, barely fed, and obsessively talking about relics that could save the town by harnessing their power.

Realizing the dire situation, the party knew that attempting to escape through the locked door was futile for now. They were trapped in the cellar, waiting for their ambushers to check on them, which could provide an opportunity to escape. The party understood the gravity of their predicament and the need to find a way back to freedom while uncovering the mystery behind the missing dwarves and the dangerous relics.


The party waited until the door was open before they sprung their own ambush. In the panic the door became jammed and a clear way out of the cellar was found. But there was more than just the bloodied man this time as the house swarmed with people with the same zealous eyes as the man that attacked them.

As the cultists swarmed the party, their leader performed a ritual by slamming two relics together, causing a gruesome scene as blood and bodies were drawn toward her. Chanting to the shadow in the relics, the cultists’ remains merged into a mass of energy and refuse, forming a large demonic figure studded with relics. The room began to collapse as the monstrous entity emerged, staring at the adventurers with a menacing presence.



PDF adventure – Relics of the Dark



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

The Relics Bound

Tonight we expand with a final piece of the puzzle with the cultists performing a desperate action in order to see the Relics Bound together. However this bodes poorly for the party and survivors.

So sit back, grab a coffee and join me in the slog of tonight’s adventure!


The Relics Bound

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As the cultists swarmed towards the party a concerning glance between the leader and the party was the only sign that something was wrong. Rushing to have several of the other cultists in between her and the party she ripped two relics from her forearms and slammed them together. A moment later a pulsating and sickening gushing noise as the spilt blood and broken bodies started to slide towards the leader.

‘Power borrowed, returned willingly. To the shadow in the relics, the giver of choice and power, we relinquish it back to you.’ the bodies moved quicker and even as blood and tissue slide into a forming mass of energy and refuse. Discs of metal could be seen as a beam of light glimmered onto the forming mass, the relics from the cultists. As the final fighting cultists were pulled back into the forming mass some of them returned the chant whilst others screamed and fought as they were pulled towards the form that was being built from magic and flesh.

A large figure formed from the flesh as it knitted together to create something new. A demonic form stepped forward, causing some of the room to collapse and break as the relic-studded creature stared at the adventurers before it.


Thanks for joining me tonight for small update that is perhaps a bit darker than normal. As a created demon from the bodies of those that borrowed the power stored within cursed relics it likely much stronger than the cultists themselves. No surprise that it should be a challenging encounter for the party. Don’t forget that tomorrow night we will complete the zine with the content that I created this week. So don’t forget to come back for the final day this week and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Worshipers of the Relics

Tonight we meet two such individuals who are causing a lot of troubles for the town of Khumric. But these aren’t just collectors or the like, no. This group are worshipers of the relics, fascinated and corrupted by the dark powers of the long lost slithers or evil energy that crept into these carved discs.

So buckle up, watch your back as we prepare for tonight’s encounter!


Worshipers of the Relics

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The moment the party saw the stairs down they knew that it was not a way out of the city. as they looked back at the unconscious man, the one who had tried to push them down the stairs, they knew that what was down there was the answer to where the dwarves had gone missing.

Pushing forward into the dark room those who descended the creaking stairs found a room filled in by stone walls. A place for storing goods rather than a way out of the town. A sound from one side of the room hinted at something more, deeper and beyond the stone and that’s when the trap was sprung.

Forced, coerced or even willing descending the stairs left a brief opportunity for the door to be closed behind them, a soft click the only sign that it had been locked. The sound was more feverish from the otherside of the wall and it wasn’t long until they found a loose stone that enabled the wall to be slid aside. Bewildered and terrified eyes greeted them of four dwarves as they rushed into the cellar behind them.

Relic Cultist – Created in tetra-cube.

There were more, according to the dwarves, those that had gone missing from the other delves. All of them in the caves, all mad, barely fed and talking feverishly about the relics, their gleam and how they were going to save the town if they gave into the power of the one relic.

A bad sign if the party had ever saw one but any attempt to get through the door had failed so far. So they were stuck, for now. Sooner or later their ambushers would check on them and that would give them an opportunity to get out, to push through back into freedom.

Relic Caller – Created in tetra-cube.

Thanks for joining me tonight for another expansion of this weeks adventure. Don’t forget to come back this weekend for more tabletop content and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Relic Traders

Tonight we look at the small Relics traders shop, a place where many adventurers have sold their relics sourced from the three hellscapes that surround the town of Khumric. But there lies a darker secret in the storage room of this suspicious shop which the party will find out soon enough.

So check your coin purses, ensure you have the right allotment of coin as we hit the shop in tonight’s adventure!


Relic Traders

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Relic Traders Basement – Created in Inkarnate.

The rooms around the shop are small enough to be cosy yet big enough that a few people can more comfortably. That is until you find the basement that is meant to store additional goods for trade. A disguised wall enables a passage that was dug under the neighbouring building and a section of the wall.

In the tunnels, tired and delusional adventurers are found. But they are not feeling themselves and lash out at not only their captives but also the party who have come to rescue them.


A simple one tonight with overlapping tiles, a blend of five texture paints (with nearly two variants per texture) and a few art stamps. Getting the building proportions still seems to be my biggest problem with sizing being difficult as well as making it feel natural. The tunnel was a lot easier and was otherwise run of the mill for what I normally like doing, minus closing mushrooms or crystals.


Thanks for joining for a quick map night tonight with the content for this week nearly wrapping up. Don’t forget that we have a few more nights left of this week so make sure you come back each night this week for more content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Deep Corruption

Tonight the party reveals the deep corruption that has spread throughout Khumric. Not surprising considering its main source of income is the acquisition and trade of relics at sites that once housed very ancient and very evil entities.

So grab our quills, ink and notebooks as we take a lesson from history in tonight’s adventure!


Deep Corruption

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Confrontation – Created in WordPress!?

It wasn’t long after leaving the delver guild hall that they realised that something was wrong. A man was arguing with one of the guards from the gate towards the Windhollow peaks and it didn’t look pretty.

‘I’m telling you. They have not left via the gate, nor have they received permission to leave via that rout by order of the guard. The further risk to life is and always will not be tolerated as per Khumric’s creed.’ the guard aggressively spoke.

‘And I’m telling ye’ you idiot that they already left. I want to know which of them went past on their way out’ the bulky dwarf used a sharp jab of his index finger to punctuate his sentences. As tempers started to flare the pair were broken apart. Taking this opportunity to suss out what was going on the party approached the gate guard and asked some questions. Recognising them as outsiders and from entering through the gates earlier today he was less hostile but still, anger boiled beneath the surface.

‘The idiot guilder over there, that is someone who’s part of an adventuring guild, says hes’ lads went through my gate earlier and he wanted to know who did. You see we record who leaves to those tainted places and who has come back – an insurance policy so we can let loved ones know who is lost to the delves.’ he itched his nose as he spoke. ‘With the current issue going on and the reports from all three delves we decided to close off this morning to obey the creed, the towns rules to prevent a calamity like what happened centuries ago. Eulric helps by keeping in contact with those outside of the walls and let’s us know who’s strayed from the path. But this lot.’ he thumbed at the dwarf who broiled at the gesture. ‘Say that they lost men last week and that some more lads went out looking for them. But the records don’t have them leaving through the gates either then or now.’

After taking a look at the records; the guild master must have had a word with the guards about their involvement in the investigation, the party spoke to the dwarf guilder. However, as far as the old dwarf was concerned his lads had left last week by request of a messenger to reinforce a group that ran into trouble and then again today, to reinforce his other lost men. The only clue – it was supposedly the same man that requested aid this morning was the one that requested it last week. The party at least had a lead.

Finding the man amongst a sea of people was nearly impossible, but as luck would have it sometimes when you go searching for signs of trouble, trouble finds you. They were asking one of the merchants who was selling relics, much like the ones they saw embedded in Eulric, when they heard a voice from behind them.

‘Ah, there you are. I’ve been looking for you lot ever since I saw you in the meeting square.’ the party turned around to see the man that had asked for help earlier this morning. ‘I was unable to get the help needed and heard that you were experienced adventurers, not these relic hunters…’ he paused looking around as a familiar tingle of magic resonated from somewhere on him. ‘I can tell that you’re not convinced but I can say that you’re the only ones I can trust for this. I know a way out of the city past those annoying guards, if you can come with me now it’s not too late to save them and become like the heroes of old hey?’

For whatever reason the party knew that he their best lead to the missing party from before, and now the missing rescue team. As they followed him along the wall they came to a shop that looked like it specialised in relics, much like every other stall or market place in the town. As they approached the door a dizzying wave of magical energy came from the room so thickly that it could nearly be tasted. As they pushed forward through the magical haze they found hundreds of relics, round embossed disks of various metals on tables, in walls and in little boxes for sale.

Many of them resonated with something foul and as they move deeper they noticed a strange exchange between the man leading them along and the owner. The sound of a shutting door behind them told them what they needed. If they were to get out of this alive they would likely find in their fight for life the source of the missing rescuers.


Thanks for dropping by tonight for another expansion for this weeks adventure. Don’t forget that we still have a few more days to add to and expand this adventure. So don’t forget to come back each night this week to stay up to date with how it evolves. And lastly , as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Delvers Guild

Eulric Darkstone is the head of the delvers guild in Khumric and likely equally the most cursed and most revered human in the land. Cursed and marked as a sacrifice for the town to forever prosper he had relics from the three chaotic landmarks melded into his flesh in a ritual to bind him to the land and its people. And up until now it’s worked, that is until the party walk into his office.

So sit down, grab your hooded cloaks and get ready to sneak about in tonight’s adventure!


The Delvers Guild

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Eulric Darkstone – Created in WordPress!?

Although they had seen many different people from many different backgrounds and species the person in front of them stood out as potentially the most memorable, ever. Large runic scars covered all exposed skin and hinted that they ran deeper than what the loose tunic showed. With a great deal of symmetry the tattoo-like scars ended in key points where a silver, gold or bronze circular relic was embedded into the flesh of the man and had been for some time.

The head of the Delvers guild was Eulric Darkstone, a man who was the last living descendant of the original heroes that defeated the three evils around Khumric. As he listened to reports of the members of the guild submitting their reports the party could feel the magical energies from the relics that were embedded in his flesh activating.

When he spoke there is a faint metallic whine to his voice that unnerved the parties. ‘There is nothing in the crypts with this power, nor at the demongate. The wyrms are large, yes, and we haven’t seen their species for quite some years now but they are not the cause either.’ as he spoke the magic from the runes receded. He had shoulder length silver hair and when he looked to the party he frowned. ‘I did not sense any of you enter this town.’ he murmured as he moved forward. ‘For someone who’s body was sacrificed to ensure the prosperity of this town, imbued with the malevolent energies that make up this land, I can every living thing in these lands. Yet I could not sense you.’ he mused.

While the other members of the guild looked puzzled and some outright concerned he smiled and a faint pulse from somewhere on his back signified the activation of a rune. ‘That’s it. They are concealed. The evil is not in the Windhollow peaks nor the crypts of the Marsh of Despair or even at the Demongate. No, its within Khumric and living amongst us, likely concealed by some ancient power.’ the other members of the guild instantly started scribing on parchment taking down notes as he addressed them and the next move.

As they ran off to deliver the message to the several boards around the town he looked back toward them. ‘If I may be so bold, now that I have said what everyone needed to hear. The source of the trouble will likely be tied to the energies of this place like I am. But like I, it, they, whoever or whatever it is may not be able to sense you. Can I ask you to also investigate, look for oddities in the town. Evil rarely stays dormant for long and you are our best chance of getting out of this without further loss of life.’ the man sat down, still hulking above the desk between them and waited for their response.


Thanks for joining me for another night at my tabletop. Don’t forget that there is still a few more nights left this week where I will be expanding this adventure further. So don’t forget to come back each night this week to stay up to date and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Khumric’s Calamity

Tonight the party arrive just in time to bear witness to Khumric’s Calamity after a century of relative peace the three landmarks that once housed ancient evils have claimed scores of adventurers. There is something dark brewing in this land and the party has come at just the right time to either leave, or try and stop the destruction of the town.

So buckle up, oil your blades and let’s get going in tonight’s adventure!


The town of Khumric is often thought of poorly. It’s on the edge of the Marsh of Despair and caught between the Windhollow peaks and the Demongate. So to say that the people think that the people of this town are rougher and harder than others would be an understatement.

Yet despite the historical names of the landmarks around Khumric it hasn’t seen hordes of undead, demons of the flying monsters that called the shattered peaks of Windhollow home in a century. Yet something foul has once again stirred and the bustling town-come-city that sprung up from a centuries of conflict and nightmare fuel has had its new identify questioned.

What they need is heroes, like the ones of old, to quell the madness that threatens to bubble out of history and threaten their hard fought peace. But is it too much to ask for too late in the century long game that an ancient evil has been playing?


Khumric’s Calamity

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Khumric – Created in WordPress!?

The party entered Khumric and had to hold back their shock. The journey here along the Marsh of Despair held little hope for what they would find when they got to the rumoured City of Dungeons. A hub for adventurers delving into the forgotten places in three of the most dangerous places to have existed not but a century ago.

Now those areas lay relatively dormant with frequent expeditions to the known castles, crypts and caverns clearing out threats before they can hope to overwhelm the populace of Khumric that lay between them all. As they moved through the brightly lit gates and past the walls that told tales of battles from long ago they were greeted by a metropolis of tents and a cacophony of colour and sound.

Khumric was once hailed as the worst place to live, the best place to work in by many guilds and now it seemed like they were going through some kind of rebirth. The party passed many tents with people hawking their wares – many were selling trinkets from the dungeons near by – and from people offering services to adventurers like themselves.

There was an Inn on every street, nearly every street corner that had little or no vacancy and parties of adventurers were everywhere. The main form of work here was exploring the near endless crypt in the Marsh of Despair, the massive and dangerous keep in the Demongate or the caverns that wove through the Windhollow peaks. Each one of them had at one point vast treasure hordes stockpiled by some warlord, warlock or wyrm over the last few centuries and the adventurers who sought their fame and fortune found a new horde every week.

However at the centre of the town was a large billboard with dozens of job adverts. A robust man with a greying moustache that matched some of the grey colouration of his leather apron was currently hammering in the latest job advert. However, when the people crowded around the paper a whisper roses from the group as people backed away gesturing to their companions.

‘We’re leaving.’ was frequently heard as groups reunited after reading the parchment. The party, curious, wandered closer and read.

‘No parties have returned from the Demongate since last week. Please be advised that the Delvers Guild is not recommending exploration of the keep while they identify the cause.’

The sound of another tack hammering into the board interrupted their trance.

‘No parties have returned from the Marsh since five days from now. Please be advised that the Delvers Guild is not recommending exploration of the Crypt while we retrieve the bodies.’

The party heard another tack, whack, whack, whack, as it nailed another scrap of parchment to the board.

‘The Wandering minstrel has a sudden vacancy in its rooms as its previous tenants have not returned from their delves. Please see Wanda at reception to enquire about rooms.’ The party was half expecting a notice about the Windhollow but was glad it wasn’t more bad news. As they turned to consider their next move a man, a warrior of some kind, pushed through on his charger into the middle of the square.

‘Wyrm discovered at Windhollow. It’s currently hunting all the parties that have been exploring the caverns. I am seeking able bodies adventurers to help retrieve the dead and survivors!’ he called. Several groups approached the messenger noting the deep wounds on himself and the horse – which appeared to have some form of healing magic cast upon it to keep it upright. The party may need to talk to the Delvers guild to get to the bottom of this.


Thanks for dropping by for another week of adventure. This week starts of big, big in fact that you could likely run an event with many parties trying to solve the same issue from different angles. But for us and our party this is just the beginning. So don’t forget to come back each day this week for the rest of this adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Displaced Lord

Now for the next Zine of the year I present, in single page zine format, The Displaced Lord. 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, The Displaced Lord, and that all your rolls are made with advantage.


The Displaced Lord

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The adventurers had journeyed to Nevarl and had found themselves in the Penitentโ€™s Larder, a lively and boisterous tavern that belied its name. The tavern keeper, Goya, a formidable goliath, enforced the rules with an iron fist. As she stood behind the bar, cleaning large carving knives, she chatted amiably with the party, who had booked a room for a night or two. Their conversation was filled with tales of their adventures, and Goya eagerly joined in, asking questions that revealed her keen interest in their exploits.

Suddenly, the atmosphere shifted as a faint cry for help reached their ears. The room fell silent, and the adventurers turned their attention to the door. A man burst in, his tunic torn and covered in mud and vomit, with claw marks raking his back. He collapsed, pleading for help. The party rushed outside to investigate, finding only barrels rolling down the road and indistinct footprints. Returning to the now-empty tavern, they discovered Goya nursing a broken lip and the man bleeding from new cuts. He warned them of a demon that grew angry when his shirt was removed, but despite their best efforts, the party found no evidence of a lurking demon.


The party watched the nervous man, who introduced himself as Joe Smith, anxiously eat his meal. He explained that every time he removed his shirt, he was attacked by an unseen demon with horns, a hog-like nose, tusks, and claws capable of slicing through dragon scales. Despite their efforts, the party couldn’t detect any curse or determine the source of the faint magic surrounding him. Each attempt to remove the shirt resulted in Joe being attacked, leaving him bruised and bloodied.

Determined to uncover Joe’s identity, the party left him in Goya’s care and searched the markets of Nevarl. They found no record of Joe Smith, raising doubts about his existence. However, they observed a strange interaction between a well dressed young woman putting up pieces of parchment on a notice board before her house guardsmen tore them down and burned them, one briefly revealing Joe’s face on a well-dressed man. With no other leads, the party realized that finding Joe’s true identity required pursuing the wealthy or influential individuals behind the expensive sketches.


The party stood at the entrance of a narrow, cobblestone street that wound through the bustling Nevarl markets. Tall buildings of stone and timber lined the street, their upper stories jutting out and adorned with signs and clothes. One sign read ‘Draodir,’ a famous dwarven tavern known for its strong spirits and ale. Barrels and crates were scattered along the sides, and warm lanterns cast an inviting light, despite the lurking figures.

The air carried the scent of baked goods, likely from a nearby shop. In the distance, the street led to an archway with the towering spires of a grand castle beyond. With Joe in tow, the party was determined to reach the manor where his family waited, reunite him with his daughter, and hopefully break the curse affecting his mind.


The party managed to sneak in through the servants quarters into the manor. They avoided the sounds of people while in the house and headed deeper into the manor. There are guards posted outside of a large room but they manage to prevent a near disaster where a maid of the manor recognised Joe as Donnovan. Confirming their suspicions the maid led them to the hall where Lady Straken and her daughter, Kendral Straken were waiting.


PDF adventure – The Displaced Lord



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