Refreshed Legacy

Hi all and welcome to a different Monday compared to what we have usually done. Tonight I went back and looked at a refreshed legacy. Tonight I went back to the first month and created A Legacy of Hunger.

Some time ago I promised myself that when I had a bit of extra time I would go back and update the 1st month to be of the adventure. So I did that tonight, corrected some obvious mistakes and fixed it up a bit of the content to make it flow better.

For a bit of an update for the rest of the week I will look at a few small things to add to the 11 month adventure for the first half of this week. For the second half I am looking at bringing back the 31 days of December (Dic-ember) and creating a themed one shot for the end of year season.

The future

Next year I want to get back into creating monthly adventures reasonably quickly and consistently but I will shift away from a year long campaign. Instead I will have series of one shots that can be done together or separately and will look at throwing in some different game systems, not just D&D every week.

So, this week looks like it will be a mix of the old and new but regardless don’t forget to come back. As with last year I will produce an Christmas themed adventure that can be played during the festive seasons so don’t forget to tune in for that. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

30 Minute Challenge, Train

So Saturday has come and with it brings a opportunity for a writing challenge. Todays challenge is to write an an adventure whilst on a train, about a train.

The normal restrictions are in place.

Rules of the challenge for me

  • Single word or theme
  • 30 minute timer
  • Must be a playable adventure
  • Must have at least one driver (Antagonist/protagonist)
  • Must be D&D centric and attempt to be of the fantasy variety.

30 Minute Challenge, Train

247Sa30Ch

The party have been recruited to escort goods along a long stretch of road. Their employer is a paranoid gnome inventor who made his name known for creating constructs that can pull several wagons along that dont need food or rest. But they do require heat to provide the energy for their movement.

The goods in question are also one of his inventions. Steel hounds, dog like constructs that work like his wagon pulling constructs by turning heat into life. Burning wood, alcohol or anything else in their internal compartment will bring the construct to life.

Now the paranoia comes from a group of mercenaries trying to bully the inventor into giving them the steel hounds. He is moving them to a secure location as well as selling a few to a fiefdom to the east.

The convoy starts moving. Each series of three wagons is linked together with the six legged oxen like constructs tied to the wagon infront and behind them. During the first day they notice a group of riders travelling in the same direction but think nothing of it. However as they move further into the week long journey the riders are persistent and start to close the distance.

The first attacks come from a swarm of hawks attacking the party member’s, attacking the wagons constructs where the party isn’t available. During this attack some riders make it onto the wagon and activate a handful of the steel hounds using wooden bits of the wagon. The hounds and the attackers then move through the wagons attacking the party and looking for the gnome.

Moving between the series of 3 wagons ans the construct pulling them is dangerous but doable. If done slowly and tethering to guide ropes its safe but a slow journey. If not, creatures risk falling through the gaps and under the wagons behind them. The steel hounds are particularly poor at moving across these gaps due to their weight and construction.

The leader is a particularly good shot with a longbow and rides next to the wagon and will shoot at who ever appears at windows or tries to cross the 9 wagons. His crew know his tactics and generally avoid the windows, occasionally talking amongst themselves about why they avoid windows (incase the party are listening).

The front of the wagon series the inventor has six steel hounds activated with alchemists fire. He explains that this is particularly dangerous as the fuel source burns quickly and is volatile. The constructs reflect this and are more aggressive, attacking anyone not the one who activated them and if the containment vessel is damaged they explode. The damage is equivalent to a 360 arc of burning hands being cast from the hounds torso.

Once the leader is dead they all retreat. If it doesn’t die but his men do then he will retreat with them to fight another time (and adventure).



A nice steampunk-esque vibe to this adventures. Don’t forget to come back tomorrow for more content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

One shot ideas, Lights

Welcome to another Saturday night filled with creative juices. On the mend and staring into a darkened room I bring you one shot ideas, lights!

Lights for many mean comfort and safety. It reveals that there is nothing in the shadows and it brings with it warmth and comfort. But what we see outside of the dome of light is limited as comfort and warmth blinds us. Perhaps the better question is what can see us as we are revealed by the warming glow of the light.

Tonight, as last week, I will cover a few one shot ideas around light.


One shot ideas, Light – 1

The party is content around their campfire as they sit down under the rocky overhang they look at the map before them. Rumour was that there was a beast out in the hills they were travelling through that was responsible for entire herds of sheep and goats going missing. They had spent a few nights searching already but they hadn’t seen any trace in of the creature.

Across the clearing the beast stalked forward, the figures in the campfire illuminated perfectly as they huddled over a box.

As the party continues to look at the map they become increasingly aware of the deafening silence of the wilds around them. Standing to look away from the map they looked past the flow from the flickering flames and out into the muted darkness, not aware of the creature that looked straight back at them.


He classic beast stalking party at night just outside of the light of the campfire. A chase scene, perhaps backwards and forth between werewolf and the party.


One shot ideas, Light – 2

The party strolled down the streets of Fobertown they marvelled at the sights, smells and delights that the city brought. As they continued to stroll down towards the seaside. Having had their fill of shopping and feasting they marveled at the costal city and its wonders.

Slowly faint bobbing lights drifted across the waves towards the city. The party watched as other city goers stopped and watched the lights as they spread across the waves. Slowly the number of lights multiplied and the party began to feel uneasy.


It’s another classic. Pirate raid on a costal city! This one the party will have to fight through a few pirates as they try and raid the city and take the party, and citizens as prisoners. Perhaps a slaving ship could be involved from lizardfolk raiders. A lot of potential in this simple plot.

That’s it for tonight. Thanks for joining me as I went through two different adventure ideas on tonight. Light works both ways with predators and party both benefiting from thr party using light. But it goes noth ways. It could be the party ambushing where their quarry, bandits or poachers, have a campfire and the party move in for a surprise attack.

Light isn’t just for people it can be for traps. A solitary torch may draw in the party for a trap or ambush, the possibilities are endless and light can be a useful tool in our kit. Don’t forget to come back tomorrow for end of week writeup and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Rainy one shot ideas

Welcome to Saturday night where I bring to you rainy one shot ideas. Now the forecast here in Victoria tomorrow is rain so I thought what else could be better than D&D one shots.

Tonight I will cover a few one shot ideas, the hook, the plot and perhaps some thoughts on the encounter to drive the creation of a one shot. The twist is that, like the title says, they are all having to do with rain.


Rainy one shot ideas – 1

Local farmer has been complaining to the local church about the lack of rain. This farmer has gone as far as to even denounce the church and preach that they are fake worshippers. However the following night the town is struck by a mighty rain storm where the farmers (who complained) property seems to be the worst hit. Crops are flooded, stock is lost and even their house is destroyed.

The farmer starts to preach to the towns folk about the church deliberately destroying his livelihood and there are growing fears that some of them will believe him.


The general idea I had with this one will be a diplomacy mission to prevent a civil uprising between the farming community and the relatively peaceful church. The cause could be a few things but I am fond of “built their farm on cursed land” but that requires a question to be answered. Why is the land cursed? Let’s work with that notion for now. The farmer had this land handed down from his parents and they their parents. At some stage they killed the original owners of the land and stole it from them. They buried the bodies at the bottom of a hill where eventually a watering hole was built.

The resentment to the church and turmoil that the family was creating stirred up the restless spirits of those murdered and as they were buried under water that is the shape of the vengeance they chose.


Rainy one shot ideas – 2

A town sits in a valley along a river that is fed by a high waterfall a few miles north. The area has been experiencing rain for a week straight but the river has run dry and the only water they have is from the rain. The issue is the hydro powered mill that feeds the towns smith (they are famed for their steel) and their bread production. Until recently everything was fine but a new influx of dwarven steel from up north has created some desperate times for the town and with their mills now shutting down townsfolk are worried that this is the end for their town.

The party are asked to investigate what happened to the water.


Another simple one with an easy plot. The dwarves have also made use of the river system further up river with one exception. It’s humans creating fake dwarvern steel and arms. Any dwarf worth their beard would be able to see the inferior craftsmanship. The river was blocked to channel it into a large dam that they use for their industry. However with all this rain the dam is full to bursting and they are quickly trying to find a way to prevent the dam from falling.

The tricky part of this is that there isn’t an easy way up to the village. It requires some mountain climbing along rain drenched stones. I believe that the rain is a perfect addition to increase the difficulty of the adventure, second to snow and thick fog.


Rainy one shot ideas – 3

On the way back from their latest adventure, carrying loot and exhausted the party become aware that they are being hunted. A group of bandits who out number and overpower the party easily have given up chase on the party. They have a few options. Try and outrun them, ambush them or ditch the loot and retreat to the nearest village a days ride away if they are unburdened.


Constant rain makes for difficult travel with a laden cart. Slowing progress down to a crawl, getting bogged nearly impossible to hide your passage rain gives it all. This one shot has some interesting bits in it too where the bandits are lycanthropes. Were rats tend to be the typical bandit and they add a touch of danger to combat which may dissuade them. Also being particularly malicious creatures they may not be put off the hunt from the loot being abandoned.

I would have disadvantage on Dexterity checks, stealth checks and athletic checks due to fatigue and cold rain which will make getting away and fighting difficult. After all it would be too easy if they could just outrun the lycanthropy infected bandits.

That’s it for tonight. Thanks for joining me as I went through three different ideas with the rain theme. Tomorrow we have the end of the week writeup which leads into the last full week of November. I want to thank you for joining me daily and look forward to our journey together in the future. Don’t forget to stay dry and safe and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The deep dark

Welcome to a weekend creative special. Tonight I want to have a look at a place we don’t normally spend a lot of time in with D&D, well not me anyway. We are looking at the deep dark tonight. A place where nightmares walk at every corner and where those who survive the experience will have tale to tell that will follow them for years.

Tonight I want to go back to something that I have done before but use not often enough. The Journal system. So sit back and let’s crack on with it.


The Deep Dark Part 1

The Deep Dark Part 2

The Deep Dark Part 3

Images created in Roll for Fantasy – scroll creator


Thoughts…

The idea behind tonight is the never ending feeling of being trapped in a cave and spiralling deeper and deeper. Being stalked by creatures that you don’t recognise and searching with desperation for something precious. That feeling of never ending hopelessness but being driven to continue and, maybe a fear of mine, being deep from the surface world and help.

Whether the writer finds Anna, whether she is below or whether the person finding these letters ever finds more doesn’t matter. What does matter is the feeling that it gives the players and what they hope to find below.


Thanks for joining me tonight. Don’t forget to come back tomorrow for the end of week write-up and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Maw of the sea god

Hi all and welcome to a bit of a random adventure night. Tonight I had fond memories (as I was sitting down watching kids movies) of watching some classics, and some new favourite movies. I wanted to create a sea adventure. So I bring you Maw of the sea god.

Now heavily inspired by Sinbad and a bit by the visuals of the “How to train your dragon” movies I wanted to have it focus around a put in the ocean.

The idea behind this is that the party have been given a quest to go find a missing heir who was sailing before a storm hit. The son’s faithful hawk was returned with a note with the last known heading of the ship attached to its leg in a small bottle.

It’s a sea adventure where coming up towards the hole they can see the plume of mist and sea spray for hundreds of feet, and some drifting barrels of something floating on top of the waves as if they were thrown overboard.

The hole is actually extinct volcano that has gradually been worn down by the sea leaving a gaping maw. However what lies beneath and that lives in the maw is from another age. Winged creatures that swoop and try and take the sailors and passengers of ships as they get close. Large tentacled creatures (not a kraken.. although it could be a kraken) lunge out from the deep water around the maw to attack the boats thinking them whales or some other food.

And there in the mist, a large mast with a tattered flag fluttering in the breeze can be seen through the spray.

The prince and a few of his men (most of the crew in fact) at on their ruined boat. Unable to turn in time to avoid the maw until it had them.

So apart from this idea I also wanted to do a bit more. So I did what any sane, sleep-deprived maniac would do and I created a map to go with the easy adventure.


Made with Inkarnate.com

Thanks for dropping by tonight to look at the Maw of the Sea god map and adventure plot. Don’t forget tomorrow our party face the Ice queen in the end of week write-up so make sure to come back for that. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Too much preparation

Good evening and welcome to another Saturday random-topic discussion piece. Tonight I wanted to touch on when you can have too much preparation and some wandering thoughts I had on it.

Now I am probably prone to going too deep into world building from the get go. I normally have a rough plot, some segues (relatable secondary hooks) and a rough idea from how to go from session zero to session 26. But I then tend to go super deep into it establishing the origin story for the homebrew setting, complex political movements, secondary (and even tertiary) powers who oppose the player and main plot and so on.

I then create new races, new religions, new creatures, sometimes new classes and subclasses and before I know it I have a whole book worth of content before I even have my players. This well of ideas, lore and history sometimes doesn’t translate well when my players rock up at the table and begin to discuss their back story.

Sometimes empires shift. Relationships, cities and outcomes of battles may change based on what the party members have achieved or where they have come from. Sometimes I get bogged down in too much preparation that I fail to factor in a fundamental step that I weave in with my games.

The simply fact that, the players and their characters tell the stories.

I recognise that some of the re-work, potential-frustration as well as mental fatigue and exhaustion that I go through with world building and campaign setting could be removed if I was to simply involve my players early on. Maybe having session -1 where I have the players get involved in the world building.

Simply telling them about the world and giving them the opportunity of asking me questions they care about. What races are there? Is there any political drama? Where do elves fit in? Simple things like this could help me, the DM, in build the world for them to explore.

After all there is game without the players so why not involve them earlier in the process of creating it.

This also serves a secondary purpose – to get your players invested in this world. If they asked what gnomes were like in this world and you explained that they happened to be extremely military perhaps they could expand why. Maybe Gnomes are military because dwarves invaded their lands? Perhaps a certain gnome family or village was the reason for the banding together of the gnomish people into this warrior state. Maybe one of the party was a descendant of the king that brought them together and they now are trying to broker peace with the elves.

Getting investment from your players

Little things such as these questions can grow into bigger investment for your players. And this is a great thing because after all, we want them invested in the world. We want them to show up each week to go “I need to make sure that my people continue on the right path.” With a greater level of investment the greater chance that those players will prioritise a slot in their calendar for D&D night.

What a fantastical notion. In fact the breaking down of the DM role’s walls and exposing the inner workings to your players could be the best thing you could do.

The future

I think that my next adventure, which I hope to start in the coming months after a lengthy break, will be a collaboration between player and DM. Getting my players to explain the world, perhaps build parts of it for themselves will help tie their characters involvement in with it.

I believe that with less focus on the world building and more focus on the involvement will help me level up as a DM. Perhaps it will help my players level up as players too. Regardless the new year and next few months should be a learning curve for myself and my players as we build a world together.

I will hope to post a few updates on here when the times comes to get involvement from my readers. So if you have questions for me in the setting I will creature let me know. I will have some more info on this coming December and hopefully the new year brings with it a new adventure for me and my players to begin.

On that note don’t forget to visit me again here tomorrow for the end of week write up. We have a few hidden things to work through and a mammoth week next week to prepare for. So, lastly, don’t forget to roll with advantage and I’ll see you tomorrow,
The Brazen Wolfe

One-shot challenge – Avian Raiders

Welcome to a what-ever Saturday where tonight I am looking excitedly at Avian Raiders.

This is a one shot generated using a tool I stumbled up on today – Goblinist RPG Tools and the random encounter it gave me for 4 level 7 characters. Now use at your own risk Goblinist looks like it doesn’t have all the security certification that’s out there so user discretion is advised.

Before we get into the one shot let’s go over some ground rules.

I will try and stick to 30 minutes, the same as my other challenges. The one shot also has to have the basic elements of an adventure (what I cover weekly):

  • Plot
  • NPCs of note
  • Twist or secondary hook
  • Extra Stuff
  • Stat block

The extra stuff normally being a map may be a bit tough to do in Inkarnate so I will see what I can flesh out within the 30 minutes. So without any more chatter let’s see how we go with the one shot.

Time started: 10:11pm


Avian Raiders

The rattle of the pottery that lines up against the edge of the warehouse was the first sign that trouble was afoot. The hired guardsmen of the wealthy merchant, who also owned the dairy and mill, looked around more alert now and drew their werapons as they stalked the outside of hte e wood clad building.

As the moments went by the very ground shook as a horrifying screech boomed down from the hills where the flocks grazed. Spooked the guardsmen run but only after hearing the screech echoed many more times. In the morning the guardsmen returned top find the warehouse ransacked, not a valuable item was left or a scrap of food remained within. Other than frantic hard to read footprints the only trace these the raiders left were seven large feathers

Plot

The party is hired, sought out in fact, by a wealthy merchant. The merchant believes that a giant bird had raided his warehouse at command of the local herbalist. The only proof that he has that it was her is an argument that they had where she threatened to unleash the wrath of nature upon him and, seven large feathers.

The herbalist has been established in the growing village for many decades and provided the village with many tinctures, balms, salves and other potions that has saved many lives. However over the last few months the forest where she gains many of these items is slowly being cut down. The merchant has been expanding his land to get more grazing farm-land to produce more milk, meat and cows for trade. The herbalist has warned the merchant that his greed will be the downfall of the town and that she wouldn’t let him destroy the city for selfish means.

The party need to talk to find out who or what attacked Samwells’ warehouse and bring them to justice. Sam urges the party to check with Jane as they may find that their investigation is over before it rally has to o begin.

NPCs of Note

Samwell Goldfellow – a young ambitious merchant who has done exceptionally well at his trade. Starting a small general store a few years ago he has built up his empire to control the generation of grains, milk and meat (mostly) in the village of Tollenbrooke. But this wealth has left him paranoid and afraid of his efforts being taken from him. To prevent his paranoia taking over he has armed guardsmen, paid thugs from around the village, guard his warehouse an, dairy and mill to ensure nothing happens to his business.

Ironbark Jane – as she has been called for years, is a forest gnome who is fiery rather than timid. She has been in Tollenbrooke for many years and most parents of the current generation of townspeople remember Jane from their childhood and swear by her cures and potions. Seen as a bit of a town mystic and holy-woman the town will rally to her defence and aid unprovoked if they believe that she is threatened. To this effect Samwell’s actions to try and remove her (as competition and a blocker of his progress) have been met by boycotts of his business which eventually see’s him leaving Jane alone.
However lately Jane has been finding that the forest that she tends nearby has become more and more sparse and that Samwell’s bordering farmland seems to grow with each passing week. Jane has also seen strange omens and markings in the forest which she has warned Samwell about but her advice falls on deaf ears.

Twist and secondary hook

Jane offers to show the party to the place she was seeing the omens in the forest. If not she draws a highly detailed map which is written in the way a herbalist would try and find a route (listing out plants, trees, natural landmarks from a gnomes perspective). Once there the party find that there are large claw marks in the trees and dirt that indicates that there was something large and clawed in the forest not long ago. Further on they find a smashed clay pot and congealed white substance inside that reeks (turned/off milk). Taking it back to the town they notice that are guardsmen acting erratically at the warehouse. When they approach the guardsman he requests that the party help him bury a cow. When they either refuse or accept he goes on to frantically explain that he found it this morning when it didn’t show up at the dairy. Believing he could personally find the raiders he searched for the beast and found it dead and half eaten. He fears the repercussions from Samwell and wants the party to help him.

Investigating the corpse they find a large feathered arrow in the beast (under its body and pressed along the ground.) there are large clawed tracks around the corpse as well as several more large feathers however the tracks look to be a many legged creature that has between six and eight legs.

When they return back to the village they are just entering the town with the evidence that they have found that night and they hear a blood curdling screech from the hills.

Extra Stuff’s

Map of the farmstead and wheat crop.

Original found at Inkarnate.com

Fight-night

Created at Goblinist.com

Thanks for joining me tonight. Unfortunately this took a lot longer than what I had hoped to. WordPress seemed to want to time out and not register entire paragraphs of typing for upwards of 10 minutes at time so I had to do it in short bursts or hope that all the words I was touch-typing were accurate.

But it did give me time to work on a map whilst I waited for the words to load so enjoy that – made in Inkarnate as always.

Tonight’s encounter is relatively simple. Hobgoblins and their tamed owlbears (terrifying thought) attack the town and raid it because they wanted to. The owlbears were pushed out of the dwindling forest and trapped and tamed by the hobgoblins before they were used to attack the human town. Not super complicated with no dark master behind this one just a standard night-raid.

Don’t forget to come back tomorrow night for the end of week write-up and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Railroading or Player-Centric plot?

Good evening everyone and welcome to a bit of a discussion around Railroading or Player-Centric plot.

When it comes down to the definition of railroading it boils down to, basically the following. “The DM taking control of the outcomes of the adventure despite the actions of the players”.

The beginning

When I was a 5 year old boy learning D&D from my dad railroading wasn’t a concept. No really. It wasn’t. You would play an adventure, go from point A-B. You would track the bandits to their lair that had been overrun with stirge’s, find the mcguffin and bring it back to the nearby village. That was it. The adventure really became a single road leading to adventure, combat and loot. Even the adventure books that came out during that time also were of the same page. A single adventure, albeit longer, where you went from A-B and then to C after you had found out that NPC1 was really BBEG2. Or something like that.

This made it easy to DM. In fact all you needed was one adventure, the plot hook and all you had to do was run it using your prep sheet. You had to improvise around the decisions during the adventure of course but this wasn’t hard to do. As the DM you knew your NPCs, the map and the creatures. You didn’t have to worry about what was off the beaten track and your players knew it.

The players came in expecting adventure, they were trained mercenaries, henchmen or heroes and they had a job to do. They had to explore the hidden dungeon, find the mad alchemists lair and defeat the golems within. These heroes didn’t care for the nearby keep – that was another adventure and this alchemist was dangerous. And so the adventures went like that. Each session a new adventure, a new story and new things to see and explore – but all prepared for by a Dungeon Master who spent hours on it for the players, and their, enjoyment.

The shift

You remember Skyrim? maybe it was your first RPG. For me Neverwinter nights was my first digital RPG and boy was it great. You could move through the towns, buildings, dungeons and sewers and learn and do anything. But there were doors that needed keys and those keys were kept by holders of the plot. You couldn’t continue to the next town until you had done the quest before hand. And you couldn’t do that quest until you completed the one currently assigned to you. Yes the bakers wife would ask you to kil lrats in her basement as a side quest – but you didn’t leave the city until much later.

With the rise of open world games and bigger RPGs, like Skyrim, we saw the humble style of fun weekender-one-shots step aside for long winded campaigns that were completely driven by players decisions. This makes it harder to plan and organise for the DM, which is 100% fine. But the counter argument is if the story is that an evil wizard is in a castle to the north you want the party to find that castle. You don’t want them exploring the swamp-islands to the south where the cannibalistic tribes of Kuthrapika hunt the marshy waterways. Though – that does sound fun now doesn’t it?

Railroading or Player-Centric plot?

The rise of “your decisions, your story” is putting the classic “Your decisions, my quest” in a negative light in some circles. This unrealistic expectation of the DM shifting, changing and maintaining multiple story lines and bending the game that they facilitate (yes.. the big F word..) makes it harder to convince players to come along with you on the journey through the adventure you have crafted.

The old saying of “it takes two to tango” is so true with D&D these days and the real quest is getting the players to care about your story enough and stick to it and not go looking for adventure but trust that you have it in spades, waiting for them to come along for the journey.


Well that’s it for me tonight. Don’t forget to come back tomorrow night where I will take you through the weekly write-up and look to finish up this month. If you have a different view on railroading let us know, let’s talk about it openly from players and dungeon masters alike as the game has changed heaps since I was a kid and the adventure needs to work for both DM and player.

Don’t forget to read up on the past week, look out for new stat-blocks and potential new items for our adventurers in the coming posts and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Driven onwards…

Well it’s been a wild weekend.

Sadly a lot of Dexterity and Constitution saving throws were failed this weekend which resulted it nearly no time for the blog during daylight hours nor last night.

As such I have updated last night’s encounter overview with more of my thoughts from my external notes as what I managed to publish last night wasn’t what I was happy with so I spent a bit of time polishing it a bit tonight.

Tonight I want to do a creative piece focusing on the scenes from yesterday, well tonight, but still Friday’s post.. any way. Enjoy.


As the creature took the sky and spread its wings wide a screeching chorus of wind and sound burst forth from it Jason looked back into the wagon at the other three passengers, Kyoko having sunk an arrow into the beast somewhere moments earlier.

“Brace yourselves! Close the doors and hatches! That beast is doing something!” and with that he whipped the horse as hard as he could, spurring the old horse to dash forward to try and break free of the valley. As the wagon passed the furthest part member back Jason screamed the same to the party, to flee and run as quickly as they could – but his words were taken from his mouth and thrown to the cacophony that the creature summoned as two mighty spears of ice launched from it into two peaks, one either side of the valley, embedding it deep into the ground and rock causing a rumble of complaining earth to answer.

Moments of nothing but a distant rumble could be head, mere heart beats before a splitting like ice and rock cleaving in two before an entire ice shelf shifted and began to fall down the steep valley walls, catching and bringing more ice and snow and rocks into its cause as the avalanche became a living entity all on its own – baying for the lives of all in the valley as it broke trees, shattered rocks and hurtled towards the party and the wagon.

The party were keeping pace with the Wagon, if not slightly in front as they horse found it hard to gain traction and pull the wagon through the rocky road. A body, tired and weary threw itself onto the bench next to Jason as Ester hauled herself onto the wagon that was moving just about as fast as it could, but the wall of ice, rock and snow was moving faster. The creature was swooping the party and wagon now, getting glancing blows on them as they made a break for the mouth of the valley where the snow would spread outwards and not funnel directly into them.

“Jason!” he heard Kyoko cry from the sealed wagon behind him, but he already knew, the wall of the avalanche was about to hit the wagon.

He lashed himself to the seat and threw the rope to Ester to do the same as he gave one final spur of encouragement to the horse as the wagon lurched forward as the first rocks and snow hit the back of it – pushing it forward at the same time as it started to bury it alive, and whole – the sound of rocks, wood and ice scraping against his wagon was the last thing he heard over the roaring of the avalanche-come-beast as he saw the creature swoop and take another swipe at another party member before the white, cold embrace of snow engulfed him – still pushing him, his wagon, horse and passengers down through the valley whilst burying them under feet of snow and debris.


Thanks for joining me tonight and for sticking through this week, well month really, until the end. Tomorrow you may start to notice some differenced with the blog, small things hopefully but as the week goes on perhaps you will notice more smaller things and some larger changes here – which is exciting times!

Don’t forget to come back tomorrow for the end of week writeup and, as always, don’t forget to roll with advantage,
The Brazen Wolfe