September Battlescroll update – Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26

September brings to us a new Battlescroll update and today’s update finds us replacing components of the Scouting force Battle Tactic to make some of it easier (praise Sigmar!) and other parts to try and make it less auto-include. This replaces the previous Warhammer Age of Sigmar 4.0 battle tactics – GHB 25-26 set of PDFs and an update is happening to that page at the same time.

September Battlescroll update – Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26

These changes in summary are for Scouting force which now determines Scouts as not just Non-infantry and non-cavalry units starting wholly within your territory but now reads “…which were not set up in reserve using a Deploy Ability…”

This means those great units that are logically scouts, those who get a pre-game move are the ones I am talking about here, are now counted as scouts even if they are outside of your territory! It also saw changes that part 2, Strike, and part 3, Domination, have their completion conditions altered so that the terrain in question must NOT be faction terrain.

For some armies, like Serephon, Skaven, Solblight etc., who have several or large terrain this could pose a tactical disadvantage for including your terrain piece on the battlefield. So this is a positive shift moving forward.

Coloured File for download.


Desaturated files to be downloaded (without the coloured background)


Thanks for dropping in for a day-after update since the drop of the September Battlescroll. May you roll plenty of sixes and always have excess command points,
The Brazen Wolfe

Rivertown Environment

Now for a change of pace I present, something different. A zine for the environments around Rivertown which is a central hub for the settlers in my Rivertown bound adventure series (part 1, part 2, part 3), Rivertown Environments. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, Rivertown Environments, and that all your rolls are made with hope.


Rivertown Environments

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Rivertown Environments – Created in Co-pilot

Rivertown

As you step through the heavy wooden gates of Rivertown, the dirt streets stretch ahead, worn smooth by carts and boots. The smell of fresh bread and smoked fish drifts from the nearby market square, where stalls bustle with chatter and the clink of trade. To one side, narrow lanes wind between timber houses, while further ahead the street dips toward the docks, where the creak of moored ships and the shouts of workers carry over the river breeze.

Rivertown Market

The Rivertown Market is the bustling heart of the settlement, centred on a stout timber hall run by an ageing gnome whose sharp tongue and sharper eye keep trade fair. Around it, uneven stalls offer baskets of berries, bundles of herbs, smoked fish, and rough-forged goods, their mingled scents of sweet fruit, salt, leather, and spice filling the air. The square hums with life. Merchants haggling, children darting underfoot, guards barking orders, and crates shifting with every new wagon that arrives from the docks or nearby wilds. Bright cloths hang in the sunlight, traders call out their wares, and the din of barter and banter mixes with distant gull cries, giving the market an untidy energy that feels at once rough, hopeful, and vital to Rivertownโ€™s survival.

Rivertown Docks

The docks of Rivertown are never still. Little boats sit moored along the timbers, their hulls heavy with nets, barrels, and crates stacked neatly or haphazardly depending on the crew. The sharp scent of river water mingles with dried fish and damp rope. Dock guards stand with watchful eyes, spears in hand, their gaze sweeping over every cart and passenger that passes. Near the centre, the Dock Master, a broad-shouldered feline humanoid with striped fur like a tiger, directs workers with a booming voice and a flick of his tail, his presence enough to keep the traffic flowing. Two long piers stretch into the water, where a few patient folk fish with hand lines, content to sit among the bustle. Along the riverbank, children and the odd daring adult dart and shout in play, laughter cutting across the steady rhythm of dock labourers, who grit their teeth as the games scatter sand and splash water dangerously close to the stacked wares.



PDF adventure – Rivertown Environments

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created, modified and/or inspired from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



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 Path of Forgotten Fortua

So having a go at getting some notes down for Daggerheart’s Campaign frames and wanting to have something that feels like something I’d actually run. It’s no secret that I use a lot of inspiration from mainstream, or obscure, pop culture but I try to create everything from scratch where possible – to really immerse myself not only in the process but in the end product.

So while I work on a larger campaign frame for some of my adventures I wanted to get something out to help guide the last three Zines, Rivertown Bound – Part 1, Rivertown Bound – Part 2 and Rivertown Bound – Part 3. So I created some notes based on some analysis, and a lot of summarisation, with the attached document as a quick template to fill in to begin setting up the campaign frame, to trigger thoughts and begin that creative journey.

Campaign Frame: The Path of Forgotten Fortua

Previously, the Fortua civilisation called these lands its own, but their fall has been lost to time and memory. What was once built with stone, steel and will has long since been swallowed by moss, root and ruin. The wild has taken back the bones of their world, twisting them into something new and feral. Now the ruins stand like broken teeth against the horizon, reminders that even greatness can be devoured.

You arrive in a fragile moment, when hope and ruin wrestle for dominance. The new settlements cling to life, precariously perched on the riverโ€™s edge or nestled in valleys that the wild eyes hungrily. Places like Rivertown promise fresh starts and better tomorrows, but they are surrounded by dangers that whisper of Fortuaโ€™s mistakes. Raiders prowl the waterways, marauders stalk the ruins, and in the depths of the Wraith Woods, the very forest seems alive with malice.

Whispers speak of the Taint, a lingering corruption that warps flesh, mind and nature itself. No one knows if it is curse, contagion or vengeance, only that it spreads and festers in the shadows of Fortuaโ€™s fallen towers. Yet even here, secrets remain. Forgotten knowledge lies in stone vaults, relics wait beneath the roots, and maps may lead to salvationโ€”or to truths better left buried.

This is a story of discovery and survival, where civilisation pushes into a world that does not want it, and where the past gnaws at the edges of the present. Will your group protect these fragile settlements, carve their own path through the wilds, or be swallowed by the same forces that destroyed Fortua? The ruins are waiting, and they remember.


Core Concept

This is a story about discovering a new world, its dangerous populace, the fragile settlements that civilisation struggles to anchor, and the forgotten past that shows this land was not so different to where they came from.

Tone: tense and brutal, mythical and wondrous, history-deep, survival at all costs.


The World and Its Wounds

The untouched wilds are feral, overflowing with untamed magic and twisted tribes.
Cursed ruins, warped creatures, and the lingering echo of wild magic scar the land.
Yet something is worth saving here โ€” the growing settlements like Rivertown, fragile sparks of hope in a hostile world.


The Central Tension

  • Will the new settlements survive, or fall like Fortua before them?
  • What drives peaceful people and creatures to madness, rage, and corruption?
  • Can civilisation persist here, or is the land itself cursed against it?
  • What happened to Fortua, and what warning lies in its fall?

Factions and Forces

The River Raiders โ€” settlers who turned to piracy and plunder.

  • Want: control of trade, power through raiding.
  • Dangerous: ruthless, organised waterborne hunters.
  • Temptation: bargains for survival or wealth.

The Taint โ€” a living corruption.

  • Want: hunger, corruption, to consume the living.
  • Dangerous: twisted beasts, silence, warped minds.
  • Temptation: forbidden knowledge and Fortuaโ€™s secret.

The Marauder Clans โ€” corrupted humanoid hunters.

  • Want: dominance, control of ruins and passages.
  • Dangerous: cunning, relentless, savage.
  • Temptation: power in joining or bargaining with them.

Settlers Council (future faction)

  • Want: survival, stability, expansion.
  • Dangerous: demanding, ambitious, self-serving.
  • Temptation: a place to belong, but at a cost.

The Places of Play

  • Rivertown (Hub): vibrant, hopeful, fragile. The safest place, for now.
  • The Wilds (Frontier): shifting, tainted, alive with danger and change.
  • The Ruins of Fortua (Mystery): broken spires and relics. Knowledge and power, but heavily contested.

Player Hooks and Themes

  • Who in Rivertown depends on you to succeed?
  • What fear keeps you from trusting the woods?
  • What secret do you hope Fortuaโ€™s ruins might reveal?
  • How have you faced the raiders before?
  • What have you seen of the taint?
  • What vow drives you to survive?
  • Why did you come here โ€” choice or decree?

Arc of Play

  • Stage One: Discovery โ€” Raiders, the Taint, the ruins of Fortua. First glimpses of a larger world.
  • Stage Two: Escalation โ€” The Taint spreads, marauders grow bold, raiders vanish. Pressure builds.
  • Stage Three: Reckoning โ€” Will the players defend Rivertown, evacuate the settlers, or carve a new fate elsewhere?

Tone and Safety

  • Tone: mythic, foreboding, survivalist with hope.
  • Boundaries: avoid graphic cruelty. Focus on tension, not torture.
  • Spotlight: resilience, sacrifice, haunted history.

Recurring Motifs

  • Fireflies glowing in darkness, hope in fragile lights.
  • Broken stone swallowed by moss, civilisation consumed.
  • Horns and hunting cries echoing over silence, the sound of predators.

Flexibility Check

  • If Rivertown is ignored: players may join raiders, carve their own haven, or venture deeper into the woods.
  • Every faction can evolve โ€” ally, escalate, collapse.
  • Failure pushes the story forward, never halts it.

Thanks for joining me for another night here at my blog. Don’t forget to check in from time to time to see what I am up to as I plan to still publish RPG Zines as often as I can. Stay tuned for more regarding the Path of Forgotten Fortua and the adventures that lay within its forgotten and feral lands.
The Brazen Wolfe

Rivertown Bound – Part 3

Now for a change of pace I present, in new format zine, River Bound – Part 3. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, River Bound – Part 3, and that all your rolls are made with hope.


Rivertown Bound – Part 3

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Rivertown Bound – Fortua Ruins – Created in ChatGPT

The adventurers make it at last into the ruins of Fortua, a place spoken of in whispers but never seen so closely until now. The forest canopy broke to reveal crumbling walls and shattered towers, their jagged stones rising from the undergrowth like the tombstones of a long-forgotten people. At the centre of it all, piercing the canopy itself, stood the spire, cracked and weathered, yet still defiantly tall. From the first steps inside, it was clear these ruins remembered their fall, and the air hung heavy with the weight of forgotten history.

The adventurers took their time, gathering themselves after the ordeal of the Wraith Woods. This was no safe place, but even here they sought a moment to breathe, to dry their boots, and to steady their resolve. In the silence of the ruins, their conversations revealed new insights. Tales of old battles, half-remembered maps, and beliefs about what the people of Fortua once stood for. Every adventurer that made it this far shared what they knew like weaving a tapestry to reflect the story of this fallen fortress, retelling its history together.

Exploring deeper, the ruins became a patchwork of discovery. Broken statues hinted at forgotten gods, murals etched in crumbling stone told fragments of war, and ivy-bound halls revealed relics half-buried in moss and dust. Each discovery felt like peeling back layers of a mystery, with the adventurersโ€™ voices weaving Fortuaโ€™s story into something alive again. They found knowledge of Rivertownโ€™s path, relics that might yet serve them, and glimpses of the world that was lost when Fortua fell.

But peace never lasts long. The silence fractured with the harsh sounds of horns and guttural calls, the signal of hunters entering the ruins. The marauders were closing in, their whistles and cries echoing between the broken walls like wolves on the hunt. Whether the party slipped into shadow or prepared to stand against them, the tension of being stalked through the ruins was palpable.

From the top of the spire, Rivertown finally came into view; distant yet certain, a beacon of hope after so much peril. The path forward lay clear at last, though reaching it would not be without risk. The hunters pressed closer with every heartbeat, forcing the adventurers into a desperate choice: flee before they were cornered, or draw their weapons and fight in the shadow of Fortuaโ€™s fall.

When the adventurers departed the ruins, they carried with them more than just a direction. They bore fragments of Fortuaโ€™s story, the weight of its memory, and the gnawing sense that they were being watched, not only by marauders, but perhaps by something older that still lingered within those stones. The road to Rivertown had revealed itself, but the shadows of Fortua clung to them like moss on forgotten stone.



PDF adventure -Rivertown Bound – Part 3

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created and/or modified from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



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

Rivertown Bound – Part 2

Now for a change of pace I present, in new format zine, River Bound – Part 2. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, River Bound – Part 2, and that all your rolls are made with hope.


Rivertown Bound – Part 2

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Rivertown Bound – The Wood Wraith – Created in ChatGPT

The adventurers escaped the raiders of the river only to find themselves stranded on a narrow, weed-choked shore. Behind them, their ship lay broken, half-submerged and silent save for the hum of fireflies circling the wreck. Before them stretched the Wraith Woods, a place whispered of in dread; a wall of twisted trees where few who enter are said to return. With little choice, they gathered what supplies they could and pressed onward, leaving the ruined vessel behind.

Within the woods, every step pressed deeper into unease. The silence was heavy, broken only by their own movement and the occasional echo that made the forest feel alive with unseen eyes. It wasnโ€™t long before the truth of those whispers revealed itself. Wolves, their bodies grotesquely bound with living vines and bark, emerged from the mist.

They drove the party deeper into the forest, until the very air shifted; cold, heavy, ancient and suffocating. From the roots and shadows rose the Wood Wraith, a monstrous fusion of vine, bark, and bone, its hollow cry shaking the ancient trees as it hungered for the warmth of the living. Sending out snaking corrupted vines it sought to feast well in the morning light.

The adventurers fought tooth and nail, but survival meant more than simple victory, it meant escape. Wolves and twisting branches chased them through the choking forest until, at last, they burst free onto shattered stone. There, rising out of the morning fog like broken teeth, stood the ruins of Fortua reflecting mornings light from its grey stone. Though they had escaped the Wood Wraithโ€™s immediate grasp, its dreadful presence lingered in their bones. The Wraith Woods had not claimed themโ€ฆ not yet.



PDF adventure -Rivertown Bound – Part 2

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created and/or modified from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



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

Rivertown Bound – Part 1

Now for a change of pace I present, in new format zine, River Bound – Part 1. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, River Bound – Part 1, and that all your rolls are made with hope.


Rivertown Bound – Part 1

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Rivertown Bound – River Raiders – Created in ChatGPT

Our journey began aboard a small trade ship, its deck crowded with passengers and crew as it drifted steadily downstream. The river carried us past the looming shadow of the Wraith Woods, and far ahead the jagged ruins of Fortua rose against the setting sun. The crew muttered about ill omens, but for a while the river seemed calm; fireflies flickering among the reeds, fog curling low across the water.

That calm didnโ€™t last. Strange sounds broke the night; a scrape across wood, the low whistle of something moving unseen, and from the fog emerged shapes: swift raider canoes with sharpened spikes lashed to their prows. Fireflies swirled in glass jars clutched by the raiders as they rammed our vessel and vaulted aboard.

The fight was fast and chaotic. Blades flashed, firefly lanterns shattered against the hull, and the ship shuddered under the assault. We pushed back the raiders, though not without cost. In the end, those who survived the clash retreated into the fog, slipping back into the current with their stolen goods.

But victory was hollow. The ship had taken on too much water, timbers groaning beneath our feet. With the captainโ€™s desperate cry we grabbed oars, paddles, anything we could, and drove the battered vessel toward the shore. Exhausted and cold, we dragged ourselves onto the riverbank as the ship gave way behind us, sinking into the dark current.

That was where we leave it: huddled on the riverโ€™s edge, the fog heavy around us, the Wraith Woods looming ahead.



PDF adventure -Rivertown Bound – Part 1

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created and/or modified from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



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 Magnus Project – Update 1

I don’t expect to do these that often but maybe frequently enough to give myself a sense of time criticality as well as I continue to work through this project which I want, no, need to spend some more time focusing on.

So for tonight I don’t have anything too fancy but I do have a small teaser for something to come, hopefully something great and new and challenging.


His opening sentence had not one but three question marks against it. โ€œMerlin – Histories most famous advisor and wizard.. and histories forgotten King slayer. How Merlin rose to fame by murdering Arthur.โ€ He knew that his essay was correct. He had followed the brief and researched dozens of books, stories and papers and this is what he remembered.

Bringing out his text book he flicked through the pages and started reading again to make sure that he was right and had remembered it correctly. There was a quiet giggle behind him but he tried to ignore it. His heart started to drop when he found the passage about Merlin. He was nearly grateful when he saw the blue wedged shoes stop next to his desk and he stopped reading to look up at their owner. Mrs Quinn.

‘Looks like the History buff is going to try and teach us again.’ The boy behind him muttered, the class laughed and they all turned to watch Magnus now ready for another show. His blood boiled and ears throbbed. Chris, the smirking jerk behind him smiled wickedly but even as Mrs Quinn turned to say something to the bully his face turned to innocence as he pretended to have accidently have said something to loud. As Chris went to go say something else ‘We all know that Merlin was the advisor to King Arthur, that’s literally the title of the assignment. Did you read the wrong book again Magnus?’ he managed to get out before Magnus snapped.

โ€œShut the fuck up. You’re wrong idiot. Merlin manipulated the court and killed Arthur at the round table with Excalibur. Arthurs’ son Mordred then killed Merlin at the Battle of Camlann.โ€ Magnus snapped at Chris who just laughed in chorus with the other class members.


A few related excerpts from something I’ve been working with during spare moments to test the waters and to see it on a page. Hopefully more will come and then we can see where I take it from there!

Don’t forget that while I wont be posting daily I still will be posting on here regularly enough as I probably wont be able to help myself. While it’s not a gaming related update and just a teeny tiny sneak peak, I still want to remind you all to look for the adventure in every day of the week,
The Brazen Wolfe

Blog update – August


Blog Update – August

The Blog so far:

  • 27 August 2021 โ€“ First blog post published: โ€œWhy Brazen Wolfe.โ€ The official launch of the blog.
  • 2021โ€“2022 โ€“ Early posts begin exploring tabletop RPGs, storytelling, and the โ€œBrazen Wolfeโ€ identity.
  • 27 August 2022 โ€“ 1st year anniversary post.
  • May 8, 2022 โ€“ Post titled โ€œThe Shadows First Moveโ€ published, one of the early story-driven campaign pieces.
  • 2023 โ€“ Expansion into more campaign blogs, reflective essays, and narrative world-building. Focusing on Zines rather than campaign style.
  • 2024 โ€“ Continued progressive Zine writing (could be used as a series of One-shots for a broader campaign), refining of voice and style, broader thematic explorations.
  • August 2025 โ€“ Blog approaches its fourth anniversary (27 August 2025).

After another busy week where work all but consumed every waking moment I had a chance to reflect on what really matters and what is going on in this space.

Firstly – I still intend to create weekly adventures and to chase the dream of 52 Zines in a year (its a lot… I know…) but currently the format of posting every night is becoming more taxing than I would have imagined at the start of the week.

So this adventure just gone marks the week I have posted consistently this year alone and with this blog update its around the… 1327th…? night posting in a row – which is a big deal really as its over three years I have been writing adventures on here.

However, I think I’ve reached the limit of posting nights in a row for now. There is just too many things I need to focus on and spend my time on to post updates every night. But that doesn’t mean I’ll stop – more that I get to focus on other more exciting things in my spare time.



Thanks for stopping by, I am excited to see where the blog goes from here with less demand on a daily basis which hopefully will let me focus on bigger things over all. So don’t forget to come and check on where the blog takes me as I continue to reflect, refine and evolve what I do here. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Reflective Update: The Aftermath of The Familiarโ€™s Favour


Reflective Update: The Aftermath of The Familiarโ€™s Favour

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After another wild week where things don’t seem to be getting easier I wanted to reflect on what this weeks blog was trying to do.


When I first outlined The Familiarโ€™s Favour, I intended a simple mystery: a missing talisman, a nervous clerk, a missing assistant and a party tasked with recovery. But as the days unfolded, the narrative took on a different texture. What emerged was less a heist to be solved and more a question of trust, between mage and familiar, master and servant, city and the creatures that keep it alive. The Eyeless Spire and Ashford-on-Weir became the backdrop for something larger: the unsettling possibility that the bonds we consider unbreakable may in fact be brittle.

This resonated pretty hard with me this week as certain truths began to surface about a few things to do with work and assumptions that I had about quite a few things. While understanding ones truths is essential for any line of work when these truths are questioned or even completely unravelled before you it becomes a frantic climb to get back on top of the wall as it starts to topple. Maybe that concept is good material for the next D&D zine…

The reveal that it was the familiars themselves who had stolen the Charm of Concord recast the entire adventure. Until then, the clues could be explained away as sabotage, negligence, or a rivalโ€™s plot. But to see the beasts act with purpose, to coordinate and protect one another, transformed the theft into something more profound. It was no longer about recovering an object, but confronting the unsettling truth that those who were “bound” might have been waiting for the chance to act freely all along.

As I wrote each dayโ€™s entry, I found myself layering in these subtle questions almost unconsciously. The nervous tapping of Aleris Quallโ€™s foot, the growing unease among market beasts, the strange footprints leading nowhere, each detail was less about pointing toward the missing talisman and more about creating that dawning realisation of autonomy. The adventureโ€™s structure mirrors discovery itself: a slow peeling back of assumptions until the courtyard scene forces both characters and players to ask, what do we do now?

What struck me most, in hindsight, was the moral weight of that question. The party hold all the power, strength, spells, and steel, yet the familiars hold the truth of the matter. Do you subdue them and reassert the bond? Do you negotiate, recognising that the creatures have a will of their own? Or do you accept that something fundamental has shifted, and that Ashford-on-Weir may never return to what it was? In that tension lies the heart of the story: not the theft, but the choice of what balance between freedom and control should look like.

This gives the party that moment where they control the story, the fate of an entire city of people they will never meet in real life. That sense of accountability and responsibility of all those involved is what helped to drive this adventure further along the path to where it landed this week.

That is why I write adventures like this: not only to provide a framework for encounters and discoveries, but to offer space for deeper connection to the world in which we, the DMs and GMs, spin these tales for our players.

The Familiarโ€™s Favour was never just about a stolen charm. It was about the fragility of trust, the unseen loyalties that shape a world, and the uncomfortable reminder that the “lesser” voices in our stories often have the most to say. I am curious to hear how others choose to resolve this tension at their own tables, and whether Ashford-on-Weir emerges safer, stranger, or perhaps forever changed.



Tonight I continued on the trend of last weekend instead of stretching myself to think of new content I wanted to take another moment to reflect and analyse – something I’ve been doing a lot of lately.

Thanks for dropping by, don’t forget that every week is an adventure if we just look deeper at what we do, who are the actors in our life and as we focus on “what would I do next” let’s take a moment to pause, think and if time permits it, Roll the dice to determine the outcome we follow. With another week just around the corner don’t forget to come back for more of what the future may hold and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Familiarโ€™s Favour

Now for the next Zine of the year I present, in single page zine format, The Familiarโ€™s Favour. 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 but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. 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 Familiarโ€™s Favour, and that all your rolls are made with advantage.


The Familiarโ€™s Favour

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The Familiar’s Favour – Created in ChatGPT

In the bustling market town of Ashford-on-Weir, where the arcane arts blend seamlessly with daily life, something has gone terribly wrong. Familiars and trained magical beasts; normally loyal and dependable, have begun to act strangely. Cats vanish only to return drenched in river water, owls deliver messages to the wrong people and stare at the moon in broad daylight, and draybeasts that haul goods refuse to move, lashing out at handlers before abruptly resuming their tasks. Whispers ripple through the streets as unease spreads, and soon the adventurers find themselves swept into a mystery far greater than they imagined.

Their first true encounter comes in the form of a raven named Sable. Burdened with a strange compulsion, it forces out broken words: โ€œThe Charm of Concordโ€ฆ stolenโ€ฆ trail fresh.โ€ This talisman, they soon learn, binds master and familiar in harmony. Without it, the delicate magical balance between beast and mage begins to collapse. Drawn to the Eyeless Spire; the arcane heart of the city, the adventurers are brought before Aleris Quall, a half-elven clerk whose calm demeanour belies her deep worry. She confirms their suspicions: the Charm of Concord is gone, and her own apprentice, Yasil, vanished on his watch. Though suspicion falls squarely on him, Aleris admits something feels wrong. Yasil was no thief, yet the evidence points to betrayal.

Armed with a writ from the Spire, the adventurers begin their investigation. What they discover only deepens the mystery. Market beasts have run amok, their behaviour disturbingly purposeful rather than random. Entire flocks of ravens descend to snatch valuables in plain sight, while warding crystals, supposedly tamper-proof, lie shattered in courtyards where pawprints simply end as if the creatures disappeared into thin air. Rumours surface of Yasil walking calmly through the east gate with a fox at his side, one with three tails, its pale fur glowing faintly in the dawn light. Whatever has taken the Charm is no longer the work of a single apprentice. This is a theft carried out with precision, by creatures that should not be working together at all.

The trail leads to a forgotten courtyard, moss-clad and hushed, hidden between the looming Eyeless Spire and the old city wall. Here, among broken wards and a ruined reliquary, the truth is revealed. Familiars; creatures once thought bound to their mastersโ€™ wills, gather with uncanny coordination. A two-headed monkey clutches the Charm of Concord with delicate precision, while the pale fox and a murder of ravens guard its position with eerie purpose. Their eyes meet the adventurersโ€™, not with animal instinct, but with intent. These creatures are no longer acting under human command; they are the orchestrators. The heist was theirs.

The implications are staggering. The magical bonds that have defined mage and familiar are breaking, or perhaps reshaping into something entirely new. Ashford-on-Weir teeters on the edge of chaos, for if familiars across the realm awaken to such independence, what role will their former masters play and who will hold the true power? The adventurers are faced not only with recovering the talisman but with confronting an unsettling truth: the creatures they once trusted as allies may no longer be willing to remain in that role.

What began as a simple theft is now a test of loyalty, a question of control, and a glimpse into a future where bonds of magic and trust may never be the same. The party must decide whether to reclaim the Charm, restore the old order, or risk allowing something altogether wilder and more dangerous to take root.



PDF adventure – The Familiarโ€™s Favour



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