The White Storm

Tonight I wanted something a bit slower so I decided to look at a singular topic, an inspiration point for tonight’s quick-view at a potential adventure – the White Storm.

So sit back, grab a coffee and hopefully inspiration finds you when you call for it.

The White Storm

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Y’mire – Created in WordPress!?

The mans hands shook as he reached for the cup of hot tea before him. The party had found him stumbling down the road, his feed so badly torn to shreds that part of bone were showing through his ragged flesh. They had healed him the best they could, patched his feet up and cleaned the wounds and now that he had finally come through his eyes spoke of the horrors.

‘I remember you lot. I saw you on the road and thought, finally I am saved. I don’t remember collapsing just that I felt like I could finally rest.’ he paused as his haunted eyes searched theirs for comfort – but they were left wanting more.

‘I am Y’mire. I come from a small village, a city really on the edge of the blacksand desert.’ his hands shook again as the party supported and encouraged him to share his story, why he had appeared broken yet not beaten. ‘For weeks the sand had been tilled by the great steel pans that were dragged by the strongest of our herds. The black sand sticks to metal, so we harvest it and sell it by barrel. Nothing was out of the ordinary.’

He paused and took a shaky sip of his tea. ‘That’s when the storm hit. A sound of crating metal, of fury and of death. We are used to having dust storms out in the blacksand desert but this was as if the wind was alive itself. The black sand shredded into our houses. Our walls were studded with the black sand, what wasn’t studded was ripped away. It wasn’t just the one night though. The storm lasted three days. That’s when people started to go missing. People go missing in sandstorms all the time but this was different. Ripped out of houses, nothing left but some tattered rags for clothing.’

The man looked at them, he put the cup down. ‘I saw it. A monster, using the storm as a cover as it ripped houses and people apart. So I did what any sane man could I ran. The storm was white. Lightning flashed amongst the sand and the black sand glowed like the storms fury itself as it whirled around. It was a force in itself. Alive as if a beast and yet the beast was there, I could feel its gaze as I pulled myself through the dunes. So I ran for days, my hands cut, my feed bleeding but I had to escape. I had to tell others what had happened, what was out there.’


Thanks for reading tonight’s short adventure prompt. Inspired by the wild storms we had recently in my part of the world, the songs I was listening tonight as well as, maybe obviously, Monster Hunter – this adventure would be wild. Don’t forget to come back tomorrow for the end of week write-up surrounding Omelga and its hunters and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Relic of Thundarr

Tonight I go back to a quick random adventure, The Relic of Thundarr, for this weeks random adventure. For these quick random adventures it makes a adventure which could be a fun one shot.

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

The Relic of Thundarr

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Title: The Relic of Thundarr

Adventure Hook: The adventurers find a weathered dwarf named Grumli Ironfoot in a local tavern, spinning tales of his clan’s lost treasure—a powerful artifact known as the Relic of Thundarr. Grumli’s family has been searching for it for generations, but with little success. He offers the party a handsome reward to help him retrieve it from its last known location.

Notable NPC: Grumli Ironfoot – a grizzled dwarf with a long, braided beard. However, his beard isn’t what draws peoples attention as his left leg is a large bronze peg-leg. He’s gruff but trustworthy and his knowledge of ancient dwarven lore is evident in the stories he tells anyone who buys him an ale. Despite his rugged exterior, Grumli has a soft spot for his clan’s history and is driven by a deep sense of duty to restore its honor.

Location: The Ironfoot Caverns– A large underground network of tunnels and caverns where the dwarves of the Ironfoot clan had lived for years. However, they were driven out of the mines by a mysterious disease which took the lives of many of their clan. The young dwarf lord, Fharn Ironfoot went out in search of aid and came back with a cure, but he was unwilling to share where it came from.

However, the damage had been done and in their time that they had left their caverns, mines and house the caves had been overrun with a nasty group of bugbears.

Hidden Plot Twist: Just as the party uncovers the hidden chamber containing the Relic of Thundarr, they are confronted by a mixed group of humans, elves and a halfling. The group is led by Thalia Shadeong, a cunning half-elf treasure hunter who has been shadowing them since they left the tavern. Thalia reveals that she, too, has a claim to the relic, believing it to be rightfully hers through an ancient pact made with her ancestors to cure the dwarves of their sickness – a detail that Grumli only revealed once the party was traveling towards the Ironfoot Caverns.

She asks that the party leave with the dwarf, Grumli Ironfoot, so that she can get her birthright.

Social Encounter: Before any combat ensues, the party has the opportunity to engage in a tense negotiation with Thalia and her group. They can attempt to persuade her to share the relic or find a compromise that honours both her claim and Grumli’s. The outcome of this encounter will significantly impact the adventure’s direction.

Combat Encounter: The party would encounter a few roaming bands of Bugbears and goblins. Each consisting of a boss who orders the others around, a bugbear or two who are the muscle behind the meat-head approach of the captain and their goblin workers – who are poorly armed and fall very quickly.

The other encounter is due to a failed social encounter.

If negotiations fail, the party engage in a battle within the relic chamber. The confined space, coupled with the unstable stone work that has decayed over the time. This makes for added dangers over combat and considerations that need to happen . The adventurers must work out how to overcome Thalia and her followers while ensuring the relic remains undamaged.

Antagonist: Thalia does indeed, not have a claim on the relic. She overheard the over-sharing dwarf and decided to try and make a play for the relic.

Depending on the outcome of the social or combat encounter, the adventurers can secure the Relic of Thundarr for Grumli, negotiate a shared guardianship, or even lose it to Thalia.

Thanks for joining me for another quick adventure tonight. Don’t forget to come back tomorrow for the end of week Zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sunset over Dawnshade

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

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

Sunset over Dawnshade

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Sunset over Dawnshade – Created in WordPress!?

Title: Sunset over Dawnshade

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

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

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

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

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

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

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

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

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

Thanks for joining me for another quick adventure tonight. Don’t forget to come back tomorrow for the end of week Zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Here’s to 1111 days

Tonight’s bonus post is a different one as I say, Here’s to 1111 days. Now I like numbers, always have and probably always will. I have planned and managed D&D campaigns in excels before. I even used to optimise my characters in a spreadsheet before even rolling any dice. But as I grew older other numbers started to matter more and one of them has simply been the number of nights I have jumped onto WordPress and continued this process.

For those who remember my first year, of you I don’t believe there are many, and who remember my first few weeks of adventure it was very different. I considered anywhere up to seven different adventure plot lines a week with dozens of NPCs at some point and several encounters. All of which was designed to be modular with one another.

Now the format is an easier for me to manage on my own. A single adventure hook, twist, map, encounter and with a sprinkling of NPCs rather than dozens of options. This means I can get out a PDF at the end of every week. That is enough to give DMs something to go on if they get stuck, or a safe way for new DMs to get their bearings.

But tonight instead of counting permutations on adventures I am counting the One THOUSANDTH, ONE HUNDRED AND ELEVENTH night in a row of blogging.

Some other numbers at a glance.

  • 1,261 Posts in total (1262 including this post)
  • 986,081 words, not including this post (986,450 including this post!)
  • 107 DIFFERENT Adventures as PDF Zines… (and quite a few more as blog posts!)
  • 5,399 views, so far from,
  • 2,486 visitors
  • Most of you have come here for the Battle tactics for Warhammer Age of Sigmar.

So here’s to 1111 days, or nights that has been posted in a row. I hope that many of you come back over the next year and who knows maybe next time I celebrate a number the stats will be much different.

Here’s to 1111 days – created in Nightcafe.

So as always, don’t forget to come back over the next few days and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Cursed Carnival

Another night closer to the kick-off week next week for the 2025 adventure series so another filler-arc tonight with The Cursed Carnival! A travelling carnival is causing trouble in the joyful village of Brightwood and the party are just the right people to investigate!

So another quick adventure is just moments away!

The Cursed Carnival

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Title: The Cursed Carnival

Adventure Hook: Brightwood is known for being vibrant and joyful where minstrels sing proudly in the street while various craftsmen sell their wares at the local market. However last week a traveling carnival arrived and set up shop on the outskirts of the fun loving village. Since its arrival the village has experienced strange occurrences, voices in the alleys and things moving around their houses at night. The carnival has an eerie atmosphere bit the Carnival’s ringmaster, Farren the Fantastical, is so charismatic that people cant help but spend their coin at the carnival as he brings a new type of joy to the village.

However a villager has now disappeared and the circumstances around the disappearance are mysterious. The Mayor of Brightwood has requested adventurers to come and uncover the truth behind the disappearance to reassure the town that everything is indeed bright, in Brightwood.

Notable NPC: Farren the Fantastical – The ringmaster of the Fantastical Carnival, the man himself exudes charm more prolifically than the best bards and minstrels. Clad in a dazzling outfit littered with small glittering gemstones and discs of polished metal he doesn’t just demand attention he commands it.

He is tall and slender with piercing lavender eyes with a smile that reveals his mischievous nature. He has demonstrated his affinity with illusion magic and slight of hands tricks but that is the limit of his spell casting abilities, or so he makes people think. He hides a darker side which he uses to take control over the carnival and its original residents so he can continue with his dark plans.

Location: The Cursed Carnival – It’s still a place of joy and laughter but there is a ominous feeling to the tents, stalls and attractions. A presence that only seem to abate when Farren is near as if he brings the joy to this place. The hall of mirrors is a particularly haunting place where people have reported seeing other faces staring back at them as if but for a moment.

The Big top is Farren’s main place of residence where the sound of laughter, applause and jubilation can be heard nearly day-round. Despite the flashy nature of Farren the shadows dance in the tent without a change to the lighting and people always lose something while in the tent. The other entertainers that perform with Farren include a man that can breathe fire, a man that can lift weight that a normal man could not and a man who’s accuracy with this throwing knives would be legendary in any other setting.

The fortune seer’s tent has been out of order for some time now but it is still set up with a sign saying ‘Be back soon’. A strong feeling of sadness can be felt by people who stand near the tent for too long.

Hidden Plot Twist: The Carnival is powered by an artefact, the Dusk Amulet, which hangs from the top of the big top casting a scattering of colours down on the performance below. Farren uses this amulet to target those particularly weak to his magical ministrations. When they come back, hearing the call of his magic, he feeds their soul to the amulet to bolster the carnivals dak magic which guarantees his ticket to free meals and fame.

The adventures quickly sense something wrong with the Carnvial despite the Mayor dismissing its involvement as he has been influenced by Farren and the amulet too much. As they explore the carnival more their interest does not go unnoticed and soon they realise the hall of mirrors reveals the trapped souls that the carnival has claimed.

Social Encounter: They are led to the Big Top after one of the souls in the Mirrors connects with them, pleading for the adventurers to save her big brother who Farren had trapped in the Big Top. As they rush to the big top they notice the Amulet shining brightly as they enter before it immediately goes dull. The Firebreather, Strongman and Knife-thrower all appear and soon the sound of a single hand clapping builds.

Combat Encounter: Farren and his henchmen attack the party after a brief attempt at bringing them onboard with the corrupting amulets light. The battle is tense as the three work as if guided by a single mind, which is not far from the truth as Farren and the amulets influence guide their attacks acting as a fifth participant in the battle with a eagle-eye view of the battlefield. This revelation happens after too many lucky breaks happen for the opponents at the same time the Amulet emits a beam of light which touches the adventurers.

Conclusion: If the adventurers manage to destroy the Eclipse Amulet and defeat Farren, the curse is lifted, and the carnival’s dark magic dissipates. Farren and his troupe lose their power and are brought to justice. The villagers are freed from the curse and those trapped in the hall of mirrors are released, worse for wear but alive, and Brightwood can finally return to its joyful self. The mayor rewards the adventurers with gold and a rare magical trinket from the village’s treasury.

Thanks for joining me for another different one tonight. I plan to get back to normal as of next week so don’t forget to check in tomorrow to see what we have cooking. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Shadows of the Luminescent Isle

Tonight I wanted to continue with the quick adventure hook theme from last week and look at The Shadows of the Luminescent Isle. Getting a nearly random prompt for the adventure I expanded the adventure to what it is now and changed some of the weird random-ness that I didn’t quite like.

So another quick adventure is just moments away!

The Shadows of the Luminescent Isle

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The Shadows of the Luminescent Isle – Created in WordPress!?

Title: The Shadows of the Luminescent Isle

Adventure Hook: The party doesn’t remember much apart from the towering waves, the ran and the thunder as it echoed the sound of their ships splitting hull. as they pulled themselves out of the sand of the beach crushing reality of their situation comes back.

The ship was torn apart by massive waves, and they were tossed into the ferocious waves of the endless ocean. They somehow managed to reach a remote, uncharted island but soon discover that their supplies and equipment are missing and it appears as though it they aren’t alone on the beach as tiny footprints lead from the short towards the forested parts of the island. Determined to survive and find a way off the island, they first must locate the culprits of their missing equipment and reclaim their belongings.

Notable NPC: Ellora Bitterleaf – A survivor after being left stranded on the island dozens of years ago she is a resourceful and enigmatic half-elf druid who has managed to survive on the island, living off it since her ship supposedly hit a reef and left her stranded here. She knows the island’s secrets and the creatures that inhabit it. She reluctantly agrees to help the adventurers, but she has her own motives in seeking their assistance.

She has most of her ship, most of it, but she needs help getting it sea worthy with, hopefully, some of the supplies they have as well as their experience being on the vessel. She will help them locate the thieves then request that they take her off the island using the boat that was abandoned here if they can help get it ready to sail.

Location: The Luminescent Forest – A dense, otherworldly forest at the heart of the island where the outer parts of its reaches have slowly encroached on the sandy beach as well. Here bioluminescent plants and fungi create an ethereal glow as they live within the shade of the near-permanently clouded island and are tended to by the islands primary residence.

The air is filled with the soft hum of magical energy, and the forest is home to many strange, wondrous and at times aggressive creatures. The party must make their way carefully across the land if they wish to avoid disturbing the aggressive ones.

The Luminescent Isle Forest – Created in Copilot

Hidden Plot Twist: As the party delves deeper into the island following the small tracks, the scattering of parts of their supplies that the thieves deemed not useful, they discover that the thieves are actually a small tribe of fey. However, the fey did not act out of malice; they were driven to steal by a dark force that has taken control of their queen. The adventurers must choose whether to defeat the pixies and reclaim their belongings by force or find a way to free the pixie queen from the dark influence.

The few fey they talk to act kindly and apologise for not assisting the party but they also are ruled by fear. Fear of what the queen will do to them if they do not bring them the spoils of the storm so that the dark power can be sated.

Social Encounter: If the adventurers decide to negotiate with the fey, they can use diplomacy and persuasion to learn about the dark force controlling the queen. They may seek help from Ellora Bitterleaf, who knows a ritual to cleanse the dark influence from the fey queen but they must first get an audience and convince her that they mean no harm.

This path requires gathering rare ingredients from dangerous parts of the island, and each encounter along the way tests their resolve and cooperation. The end result is the queens favourite dish, something that she craves above all else – a moments distraction from the dark thoughts which will make her significantly more reasonable. The Fey are unable to get the ingredients themselves as a local goblinoid tribe defends several of these spots as holy sites to them.

Combat Encounter: If the adventurers choose to confront the fey, they must navigate through the Luminescent Forest and face waves of fey skirmishers. The battle is challenging, as the fey use their small size, agility, and enchantment magic to evade and slow the party so they can warn the queen of the attack and bring forth a bigger army.

Antagonist: A malevolent spirit from the Shadowfell has found its way to the island through one of Ellora’s failed attempts to tree walk off the island. The spirit has taken control of the fey queen and hordes wealth and junk as it see’s itself as a king of all it see’s.

It seeks to extend its influence not just over the island but beyond its sandy barriers, hoping to eventually capture the half-elf druid to corrupt her to open another portal. To end its reign, the adventurers must enter the spirit’s lair within the roots of an ancient, towering tree in the Luminescent Forest and face the spirit in a climactic battle or perform the cleansing ritual to banish it back to the Shadowfell.

Thanks for joining me for another different one tonight. I plan to get back to normal as of next week so don’t forget to check in tomorrow to see what we have cooking. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Lost Temple of Eldara

Tonight with The lost Temple of Eldara I welcome you to another random adventure generation where I ask for a prompt, a NPC, a location and an encounter. As with last night I go and correct and expand what was generated. While I prepare to kick off into another 49 adventures, or so, I wanted take these last few days of the year a bit slower while still producing interesting content!

So another quick adventure is just moments away!

The Lost Temple of Eldara

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‘Movie Poster’ style for the Lost Temple of Eldara – Created in Copilot.

Title: The Lost Temple of Eldara

Adventure Hook: The party hear as they are waiting in line to collect a reward for a job that was posted by the local hunters guild of rumours that have surfaced about a long-lost temple hidden deep within the enchanted forest of Eldara. The temple is said to contain the legendary Orb of Eternal Light, a powerful artifact that can bring light to even the darkest corners of the world and it is thought to have brought about the birth of many of the good natured deities.

However, a malevolent cult known as the Shadow Veil seeks to claim the Orb for their evil purposes as their cult leader has proclaimed a time of reformation for the people of the land. These rumours have sparked concern with the authorities, namely the church of Lathander, and they have charged the adventurers with finding the temple and securing the Orb before it falls into the wrong hands.

Notable NPC: Liora Walker – A young halfling that is a skilled ranger and scout for the city the party pick up this job overhears the mission and wants in. She knows the Eldara forest like the back of her hand after being raised by a commune of refugees when she was left homeless at a young age. This is where Liora’s personal vendetta against the Shadow Veil comes into play as they destroyed her village in their pursuit of their dark ambitions.

She offers to guide the adventurers through the forest and provide valuable insights about the temple and its defences and she only asks that they won’t get in her way. Her knowledge and tracking skills are indispensable for navigating the treacherous terrain and as she is one of the only people who knew where the temple was and was willing to take people there.

Location: The Enchanted Glade – A beautiful, yet eerie clearing within the Eldara forest, where ancient trees form a natural barrier around a shimmering pool. The glade is imbued with powerful magic that can both aid and hinder those who enter. It serves as an ideal location for a strategic battle, with plenty of natural cover and hazards.

The Glade has several rumours around it about being a place where those most in need and with pure intentions have received aid, and in some cases, had the incurable cured.

Hidden Plot Twist: As the adventurers enter the temple, they discover that the Orb of Eternal Light is not merely a source of power, but a sentient entity known as Lumina, a Guardian of Balance. Lumina reveals that the true threat is not the Shadow Veil, but a much older and more dangerous force that has been awakened by the meddling of their leader and their hunger for power. This ancient force, known as The Dread, seeks to plunge the world into eternal darkness and chaos, as many of them do.

Lumina explains that the Shadow Veil was unknowingly manipulated by The Dread into seeking the Orb, believing it to be a tool for their own power. But she can not guarantee how long they have been manipulated and if their actions regarding Liora were the action of the cult or the influence of the Dread.

In reality, Lumina is the only thing that can seal away The Dread once more. Now, the adventurers must find a way to convince the remaining Shadow Veil members that they have been manipulated without revealing Lumina. If they are successful these members would surely realise their grave mistake and will assist in the ritual that will imprison The Dread. However not all will be easily swayed.

Social Encounter: The adventurers must negotiate a tense alliance with the surviving Shadow Veil cultists. Trust is scarce, and old animosities threaten to undermine their efforts. The party must use all their diplomatic skills to broker peace and cooperation, ensuring both sides work together to stop The Dread while making good on their promise to Lioara.

Combat Encounter: As the ritual to seal away The Dread begins, the temple is besieged by its minions, nightmarish creatures that manifest from shadow, cinder, ash and smoke. The adventurers must protect Lumina and the cultists performing the ritual, fending off waves of these dark entities. The final showdown sees The Dread partially manifest after taking the deceased form of the once cult leader, and the party must use all their strength and wits to keep it at bay until the ritual is complete.

Thanks for joining me for another different one tonight. I plan to get back to normal over the next few days so don’t forget to check in tomorrow to see what we have cooking. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Shattering of Elmyr

Tonight I wanted to test out something I don’t do that often but explore random Adventure generation with the Shattering of Elmyr. The concept of this one is simple ask for a prompt, a NPC, A location and an encounter – then I go and correct and expand what was generated. A bit of fun one and an ease back into the process after a pretty hectic Dice-ember period that just ended.

So let’s prepare to kick into the end of this year with some easier days, exploring a few things and getting ready for the new year.

The Shattering of Elmyr

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Title: The Shattering of Anorak

Adventure Hook: The kingdom of Elmyr is on the brink of ruin as its lifeblood, the mystical artifact known as the Heart of Anorak, has been stolen. Whispers of a dark sorcerer and his band of shadowy minions spread through the land, instilling fear in every soul. The King, desperate to save his kingdom, calls upon the bravest of adventurers to retrieve the Heart and restore peace.

The party are tasked with returning the Heart of Anorak to the kingdom by any means necessary and they will have what ever support required to do so.

The artfeact, the Heart of Anorak, is comprised of wood, other organic material and a crystal substance at its core. The dark sorcerer is tapping into the power stored within its core to create its army of shadows and to harvest precious resources from a cave system to the east.

Notable NPC: Tiana Moonshadow – A reclusive and enigmatic elf druid who has guarded the secrets of the Heart of Anorak for centuries while working for and with the royal family. She is known for her wisdom and mastery over nature’s magic. Her knowledge is crucial to finding the artifact, but she harbors a deep secret about its true power.

In the last few years she was gradually removed from her position before no longer being able to study or be near the artefact. Despite this, ordered by the prince-come-king she has remained loyal and willing to assist the kingdom in any way they require her to do so.

Fantastical Location: The Crystal Caverns of Lythara – Far to the east of Elmyr a breathtaking underground labyrinth lays under the mountains of Lythara. The caverns are lined with glittering crystals that illuminate the darkness and react to traces of magic by glowing in a colour associated to the school of magic it comes from.

The caverns are said to house ancient guardians and hidden traps, making the journey perilous but all signs, including the advice from Tiana, point towards the cavern and local reports indicate that there is something suspicious going on within the caverns.

The beauty of the crystals is mesmerizing, but they also hold the potential for deadly encounters as many creatures covert their potential power, or, covert the food source that greed of man bring them when those foolish enough to seek the crystals.

Hidden Twist: The Heart of Anorak is not just a powerful artifact; it is the vessel for an ancient and malevolent spirit that seeks revenge against the family that trapped it within the crystal at the core of it. Tiana Moonshadow, while appearing to assist the adventurers, secretly plans to use the Heart for her own purposes to enact revenge against those who threw her, and her loyalty to the side. The adventurers must uncover her true intentions and decide whether to trust her or find another way to safeguard the artifact.

Encounter: Social Encounter – Glimmer: The adventurers discover a large crystal golem named Glimmer that appears to be trapped within the walls and other crystal structures within one of the chambers in the cave. However despite being trapped it appears to have a lot of control over the natural crystals in the walls and will use them to stop or injure those it deeps unfit.

The party must negotiate with the Guardian of the Crystal Caverns, a massive crystal golem named Glimmer. Glimmer tests the worthiness of those who seek passage through the caverns, demanding they prove their intentions are pure. The adventurers must use their wit and diplomacy to gain Glimmer’s trust or find themselves facing its formidable strength.

Combat Encounter: Deeper within the caverns, the adventurers are ambushed by a horde of shadowy minions led by the dark sorcerer Nalakar. The minions are twisted creatures formed from the shadows themselves, making them difficult to defeat, but not impossible. The adventurers must use their skills and teamwork to overcome the threat and push closer to reclaiming the Heart of Anorak after they wrestle it from Nalakar’s grasp.

Thanks for joining me for a bit of a different one tonight. I just about tripled and re-wrote everything that was generated for tonight’s prompts. Next week we kick off with more adventure as the new year rolls around so don’t forget to come back in full force for the start of the new year. For the remaining four days I will take it easy, investigate other RPG systems and continue to look for new and exciting adventures to write for you all.

And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Brazen Wolfe Tabletop – 2024 Christmas Message!

Thanks everyone for joining me for another year. While I continue to work on the end of year Zine I wanted to take a short break and to say thanks for another year. This little side project of keeping my brain creative while working in a very regimented and non-creative environment has been a great outlet for me for the last three and a bit years.

Tonight also marks 1090 nights posted consistently, some had some uploading problems and were delayed an hour or so, but I wanted to also reflect on the next twenty one days and what 1111 nights in a row will bring for the blog and me.

So if you’re a regular or someone stumbling upon for the first time feel free to reply to this post and let me know what you would like to see more of!

I have a few other game systems that I am keep to get going and add more content for and, looking at the stats, it seems that there is a big kick for Age of Sigmar 4. So don’t forget that you can always let me know in the comments below if this is something you’d like to see more of!

And lastly, as always, don’t forget to continue rolling for advantage on all your life checks. Have a great Christmas and festive season, a well deserved break and hopefully (fingers crossed!) some time for your own tabletop hobbies.
The Brazen Wolfe

Battle for Felmore

The battle for Felmore has raged on for days. The forces of the Forgotten One have been relentless, but the defenders, led by the party and the Red Lord, have held strong. The commanders of the Forgotten One have been systematically defeated, and the tide of the siege is turning in favour of Felmore. However, the victory is bittersweet as the Forgotten One makes a desperate move to demand their power recognised!

So buckle in, grab your favourite drink as we march into tonight’s adventure!


Battle for Felmore

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It’s been days now since we last saw the party and as the battle of Felmore rages on there have been several more waves of enemies rushing at the walls of Felmore. However, there is a big change in the husks as several have stopped mid charge and begun to sing to the hymns and songs of praise sung over the walls by the defenders. Soon they are coming back to their senses and the horror of what their reality crashes into them. Luckily the Red Lord assisted with Elara is there to help those who manage to break the curse.

Soon the numbers that come towards the walls are less and less and eventually they all together stop. The city of Felmore stands resilient, its defenders are weary but triumphant with the attacks stopping. The forces of the Forgotten One have been pushed back, their strength waning with each passing moment over the past few days and now all together non-existent. The Red Lord stands at the forefront, his presence a beacon of hope and defiance drawing the last of the cursed towards him and into the holy cacophony of mirth and joy that his hymns and prayers bring. As the final battle nears its end, a sinister presence fills the air.

The skies above Felmore darken as a chilling wind sweeps through the city. The air grows heavy with an oppressive sense of dread which several of the people who recovered from being husks shrink back from and flee deeper into the city. From the shadows, the Forgotten One emerges, their form a dark and twisted silhouette wrapped in discarded and tattered grey robes. Their eyes burn with a malevolent light as they survey the battlefield of buildings and barricades made from market stalls and tables.

‘You may have defeated my wraiths, but this battle is far from over. I shall not be so easily vanquished. You all don’t deserve the mercy that Red offers.’ they stop to stare at all those gathered around the Red Lord. Their eyes a mixture of hatred and envy.

‘Not everyone is worthy of a second chance Red! Where was my second chance? Where’s the redemption I was promised before being locked away in endless darkness. No, there is just isolation, the true redeemer and the true repentance. It is the only path for atonement for their sins, your second chances and your mercy isn’t fixing these people its destroying them. They all end up alone and suffering, I hear them, all of them when they are so very desperately alone.’ a cruel smile covers their face as their form wavers between being solid and made of shadow stuff. Their voice distorts colour around them but as it tries to remove the colour from the party and the Red Lord it fails to take hold.

Elara starts to sing, her voice calling the hymns of the Red Lord speaking of forgiveness, mercy and second chances. Soon everyone is singing and the area of grey and shadow starts to disappear as warmth spreads out from those gathered as they sing louder. The Red Lord smiles and reaches into his overly large coat bringing out a candle stick made from Red Wax.

‘You don’t have to be alone. You chose self isolation Grehy. You do not need to dwell in the darkness, a void between planes, you can join us in the light and have your second chance.’ the Red Lord replied to their threat with a warm smile. The creature, the Forgotten One a deity who represented loneliness and Isolation shrank back as if struck.

As the Forgotten One’s power wanes, they makes a final, desperate move. Their eyes lock onto Elara who radiates hope and joy. The Party forgave her for being with the group that tried to capture and kill them. She got a second chance and stood here unscathed.

‘If I am to fall, to disappear back into where I have spent my existence then I shall take something precious from you. That way at least I will not be forgotten’

With a swift and otherworldly motion, the Forgotten One turned into shadow before reappearing behind Elara. Her arms snapped forward snatching Elara from the midst of the defenders. Before anyone can react, Elara and the forgotten one is dragged into a puddle of shadow and darkness, her screams echoing through the area. The portal closes behind them, leaving only a lingering sense of despair as colour is drained from.

The Red Lord steps forward and places a giant hand on the spot that Elara stood. After a moment he stands and looks around before finding the party. ‘The Forgotten One has retreated to the demiplane where they resign, a realm designed to break the spirit and enforce eternal loneliness. We cannot leave Elara to such a fate. We must follow and rescue her, and in doing so, we may find a way to seal Grehy away for good as perhaps they are beyond help.’


Thanks for joining me tonight for another night of adventure and the doorway to our second last post for the adventure! Don’t forget to come back the next three days as we wrap up this festive season and Dice-ember adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe