Heads of Solitude

The dusk falls over Felmore, casting the last warming light over the battlegrounds that were the scene of the days relentless assault. The defenders are weary, their spirits bruised but not broken and the heads of solitude banished from the city. The party, alongside the Red Lord and Elara, had noticed a disturbing pattern when the attacks were occurring, the wraiths that bring the isolation curse seem to act as generals, orchestrating the attacks of those entrapped by the curse. By removing these wraiths, the party believes they can disrupt the enemy’s command structure and increase their chances of survival.

So tonight will prove to be another bigger one so let’s settle down, grab out some paper and plan for tonight’s adventure!


Heads of Solitude

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The last rays of dusk creeps over the horizon, casting long warm shadows across the battle-torn city of Felmore. The air is filled with a tense silence, broken only by the distant cries of the wounded and the murmured singing of the weary defenders in an attempt to lift their spirits. The party gathers around the Red Lord as they discuss their observations from the previous night’s battle.

The Red Lord stands tall pawing at his giant beard as he watches the enemy. His eyes scan the horizon as the setting sun highlights where the foe, those too taken by the curse that the creatures of the Forgotten one bring, and the creatures that stalk amongst their ranks. These spectral wraith are ever watching and when one of the husks, the term given to the people too consumed by isolation and depression by the defenders, seems to fight back against the curse they hurry over to the resistor and reinstate the curse. After a moment the Red Lord looks over to the party and nods knowingly.

‘As you have probably gleamed already my friends, the wraiths – these spectres of isolation – are more than just mere soldiers. They command the husks, directing their attacks and reinforcing the curse on those who fight back against it, sowing despair among their own ranks to force them to battle. If we can isolate and defeat these wraiths, we may turn the tide in our favour.’ he said, confirming the parties own suspicions.

The party spend the better part of an hour coming up with as plan to isolate and destroy the spectres like they did at Meldwel forest. The plan was simple and they had the support of a deity on their side to increase their chances of success significantly. As they hurried off to enact their plan they wanted the other agents move to carry on their part of the plan, Elara and the Red lord supporting in the way that only they could, by drawing the attention of the wraiths and to call them forward to think they could snuff out their light.

It was hard to track the wraiths without giving up their location but they could read the signals that the defenders could as they moved through the outer parts of the city, beyond the walls where much of the days battle had happened. Soon enough they saw the wraiths hurrying forward with a small entourage of husks as they moved towards the Red Lord, goaded by the flare of red light that his candle and Elara’s symbol were blaring releasing.

Separating the Husks from wraiths wasn’t as simple as they hoped but they managed to set traps, snares and slow down the husks enough that the spectres, these isolations wraiths slowly finding themselves stripped of a body guard.

The streets of Felmore were eerily quiet as the party moved through the city. There were only a few remaining husks where the party were unable to separate them from the wraiths and their senses were focused for any sign of the wraiths change in attitude. Shadows flickered at the edge of the parties vision as the wraiths presence was felt, stripping the world of colour and warmth as the party got closer to them. Stopping suddenly the hairs on the back of the parties neck stood on end as the air grew colder. They were close.

The wraiths, sensing the party’s approach, emerged from the shadows and destroyed parts of the city. Their forms are ghostly, with long, goat-like horns sprouting from skeletal faces and tattered dark cloaks fluttering in the wind, nearly identical to the ones they faced yesterday and at the Meldwel forest. Yet they moved with an eerie grace, their eyes burning with a malevolent light as they had a deeper purpose and they found themselves cornered between a deity of light and joy and a group of mortals.

The battle began as the wraiths attempted to once again isolate the party members, stripping away their senses and plunging them into a void of solitude. The party pushed back, a voice clear as a bell pierced through the murkiness which prevented the curse from gripping them further. But they were short on time and these spectres were different, more experienced and calculating and less prone to making errors like the ones they faced earlier. These ones knew that the party could harm their spectral forms and they were keen to avoid the same fate.

As they fought on the heads of solitude, these more experienced wraiths, stared to fall one by one as the party fought while being bolstered by the light of the Red Lords Sacred Candle. As the last one fell a shriek of anger rang out through the city from the main force of the enemy. The sound that they were now at risk of being hunted if they didn’t make a break back to camp straight away.


Thanks for visiting for another night here at my tabletop. We only have three more nights of writing which will go by exceedingly fast with the last days of work for the year and the lead up to Christmas. So don’t forget to come back daily and hopefully, something special will be here when the Red Lords light greets us on December 25th. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Guardian of the Meldwel Crypt

As the party stand before the ancient tree, its massive roots twisting and burrowing into the earth, the party fails to notice a crucial element, the guardian of the Meldwel crypt. The air around the party feels dense and ancient as if the earth itself is trying to block the parties progression. The entrance is dark and foreboding, the stone archway covered in moss and root and beyond it, a staircase with no end in sight. But as they wait and take a collective breath of potentially their last fresh-ish air a figure looms out of the fog and soil and reaches out towards them!

So grab your thermos of seasonal beverage, an ice cold beer here, and let’s dodge, duck, dip, dive and… dodge into tonight’s adventure!


Guardian of the Meldwel Crypt

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The ancient tree of Meldwel Forest stands tall and imposing as the party approaches its exposed twisted roots that dig into the soil around some aged stone ruins. As the party approaches the once hidden entrance beneath the roots of the oldest tree the fog that has settled on the ground air grows colder as they descend into a small bowl like recession at the base of the tree. A thick earthy smell wafts up from below the dense wall of fog as they walk towards the open archway that leads to a steep staircase down into the bowels of the tree.

Suddenly the candle that Elara carries ignites in a bright spark of yellow flame that creates the fog to glow as if a lantern was lit. But their shock of the candles ignition was short lived as a massive hand of twisted roots and rubble crashed through their midst and snatches Elara up. The fog swirls as a giant creature made from twisted roots, soil and rubble rises out of the fog and ground causing bits of debris to rain down on the party.

A booming voice like a landslide calls out from the creature ‘Halt, trespassers. You shall not pass into this sacred crypt. I am the Guardian of this place and I have defended it for centuries. You may try to trick me like the others did but your fake talismans and artefacts of the Red Lord will not deceive me, your tricks will not work again!’

As the creature calls out it holds Elara and the candle aloft, the flame burning brightly still as the rapid movements from the crypt guardian threaten to extinguish the frail flame. As the party prepare for battle a wall of thick roots carrying chunks of rock from the ruins forms a barrier at the entrance to the tunnel beneath the tree

‘Others came before you, with lies and deceit. They sought to plunder the secrets of this crypt for their own gain. I was tricked once, but I shall not be fooled again.’ It roars as the battle rages on as the party clash with blade, hammer and magic bite into roots, soil and spill rubble across the battlefield. At some stage Elara goes flying and she crashes hard into the soil as the party rush to finish the spirit.

The Guardian starts to crumble as the final attack leaves it reeling. It falls as the roots that bound it to the tree lay cut and dismembered causing the soil and rubble it had bound in its form to fall to the ground inert and lifeless. The party to approach the stone archway as the roots disappear into the soil once more. looking down into the depths the initial first steps are cast in a red-yellow glow from the candle that Elara holds; which seems to grow stronger with each step, revealing the dark and mysterious passageway beyond.

The air grows colder as the party step into the crypt, the darkness pressing in around them trying to push back against the light from the red candle. The narrow passageway is lined with ancient carvings and flickering torchlight, casting eerie shadows on the stone walls. The scent of damp earth and ancient decay fills the air and assaults the nostrils of the party as they make their way deeper into the crypt.


Thanks for joining me tonight for a shorter one than the previous nights but something that was building up for while leaving the mountains and the Blank Citadel. Don’t forget that we have just passed the halfway part for this adventure and that there is only ten more nights left before the final conclusion. So don’t forget to come back each night this week to stay up to date with this adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Tricksters of Meldwel

The Tricksters of Meldwel forest couldn’t even take away from the view when the sun rises over the Darkstone Mountains, casting long shadows and a golden glow across the rugged terrain towards their destination. The party has survived numerous trials and now sets their sights on the Meldwel Forest, a dense and ancient woodland that lies to the northeast. Within this forest, hidden beneath the ancient trees, is the crypt that holds further secrets to the Red Lordโ€™s fate.

So grab a coffee, or festive drink, and keen your senses as we explore tonight’s adventure!


Tricksters of Meldwel

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As dawn breaks, the party stands on the precipice of the Darkstone Mountains, the chill of the night slowly giving way to the warmth of the morning sun. The Blank Citadel had made the time feel like mere moments between Dusk and Dawn however as they witnessed the rising sun there could be no doubt that time passed differently beyond the portal. The path ahead leads back down into the valley several paths trek over the mountains towards the Meldwel Forest, a place of ancient magic and hidden dangers.

The trees of Meldwel rise tall and imposing, their branches intertwining to form a thick canopy that casts deep shadows on the forest floor below. The journey to the forest was surprisingly quiet with only a few goats daring to walk near where the party travelled with their cleric companion. The air grows cooler as they descend into the valley, the shadows lengthening as the party approach the edge of the forest with a trickling river moving towards the canopy of leaves and branches.

The scent of pine, blossoming trees and earth fills the air and the sounds of birdsong and rustling leaves create a serene yet eerie atmosphere. The parties footsteps crunch softly on the forest floor as they enter the Meldwel Forest in full, the path winding between towering trees and dense undergrowth.

As the party delve deeper into the forest the air grows thicker and more dense as a curtain of mist appears over the trees. The party stop to have a short rest while they wait for the mist to clear but it instead thickens until a dense layer covers the ground and rises in wafts to about chest height. The bird song and afternoon rays of sun give the forest an otherworldly presence as they continue deeper heading in the direction that Elara can feel the faintest of surges of the Red Lords connection to her and the Red Candle, which remains the same nearly inert flame as before.

The shadows seem to dance and shift, playing tricks on the senses of the parties eyes. Bird song mingling with the trickle of water near by starts to sound like soft flits of laughter, light and airy as it echoes through the trees and the fog that has refused to yield to the sun. Soon the party begins to catch glimpses of small, glowing orbs moving through the fog, fireflies they hope, and as the sun drifts lower they start seeing figures flitting between the branches.

The forest grows darker and more foreboding as they venture deeper, the once steady sounds of wildlife giving way to an uncanny silence. Suddenly, a chorus of laughter erupts around the party, and tiny, glowing orbs launch out from the trees towards the party causing them to to duck and dive and slip into the mid that was hidden by the cloud of fog. The party rise covered in mud prepared to fight but a chorus of laughter greets them as the trickster of Meldwel Forest, appear in short bursts before disappearing from sight. These are beings of mischief and mirth who have followed the Red Lord for as long as history can retell and they delight in spreading joy and chaos in equal measure.

Finally after a series of escalating pranks the trickster spirits appear before the party, their eyes twinkling with mischief and the tears of their delight at the parties expense. They giggle and whisper among themselves, their voices like the jingling of bells.

‘Well, well, well, what do we have here? Travelers in the forest, hmm? Seeking secrets best left hidden, hmm? Tell us, do you bring mischief, merriment or perhaps,’ the creature paused its eyes turning cruel for a moment betraying its fey heritage, ‘trouble?’

The party attempt to convince the creatures of their intentions. After a while and a game of riddles and tests that the creatures set as they goad the party deeper into the forest. Eventually the party manage to succeed in convincing the trickster spirits , their demeanour changing immediately from cruel and mischief to gleeful and friendly. ‘Very well, brave travellers, we see your hearts are true and you seek not to take our source of joy and merriment from us. The Red Lord has been kind to us, and we shall aid you in return. The place you seek is a crypt that lies deep within the forest, hidden beneath the roots of the oldest tree. Follow our guidance, and you will find it.’

The trickster spirits lead the way, their glowing forms illuminating the dark forest as they guide the party through the maze of trees and undergrowth. After dusk has come and gone the party arrive at a massive, ancient tree whose roots twist and burrow deep into the earth.

Beneath the roots, the party find a hidden entrance covered in moss and ivy. The trickster spirits gather around, their orbs of light casting eerie shadows on the ancient stone doorway.

‘Here lies the entrance to the crypt where once the forces the Red Lord and the Forgotten one battled along side their deities. Be wary, for within you will face trials that test your courage and resolve. But fear not, for we believe in your strength. May the Red Lord’s light guide you’

With the entrance to the crypt revealed, the party prepares to descend into its depths.


Thanks for joining me tonight for the next piece in the puzzle for this adventure. Tomorrow we will likely have an action packed day so don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Hidden Temple

Tonight the party have left Lorkan’s shop the party went towards the next place they needed to go was to confirm the information they received and discover, the hidden temple. But this is just the beginning as un foreseen twists await the party and it’s only still the beginning.

So sit back, grab a coffee and let’s run through tonight’s adventure!


The Hidden Temple

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With the further evidence gained at Lorkan’s that pointed to Brother Colin as the mastermind behind their framing, the party sets their sights on the Temple of the Red Lord in Felmore. They had one goal in mind, to investigate the location where the Sacred Red Candle was last seen and uncover any further clues that could lead to the Red Lord’s whereabouts if he still existed.

Felmore was an ancient city with a rich history before it became the bustling trade hub that the party knew it as today. A lot of the architecture still dates back to the original city and this was more prominent near the city centre. The temple of the Red Lord stands proudly in the city centre, an welcoming structure with high flag posts that flutter their red flags in the breeze. The atmosphere within the temple is sombre, as the clergy and worshippers are still praying for their from the recent events.

The party arrives at the temple under the cover of the shadows of dusk, hoping to avoid drawing too much attention from the people who would be after them. They blend in with the evening worshippers, making their way towards the clerics rooms and the guarded sanctum where the Sacred Red Candle was kept.

Amongst all the rooms there was a large central chamber guarded by a lone cleric who was quietly standing guard and watching in the other direction. Once the party had convinced him to let them pass they were greeted by a small, dimly lit chamber filled with ancient relics and statues of various deities. In the centre of the room stands a large statue of the Red Lord, with a serene expression and an outstretched hand.

Recalling the amulet they found earlier in Brother Colin’s room in the Temple to Tyr in Morlam, the party realizes its significance. They place the amulet in the outstretched hand of the statue, and a soft, pulsating light fills the room. The statue’s appearance begins to shift and move, revealing a mirror like surface instead of the stone surface of the pedestal supporting the figure of the Red Lord โ€”a gateway to a temple between realms.

The party steps through the portal and finds themselves in an otherworldly temple suspended between realms. The architecture is ethereal with floating platforms and shimmering waves of energy. The air is filled with a sense of ancient power and mystery. However several thin, and spectral elves drift down towards them.

‘Visitors, you have the taint of the man who last visited. He soon realised his errors’ the spectral elf emphasises the last word. ‘State your business with the temple between worlds’.

The party are able to find out that the temple is to a deity of isolation, the Forgotten Deity. One that was banished to loneliness despite having several chances to take their ways. They were able to subdue the angry spirits who have been sentenced to tend to the temple in isolation even past death – as a punishment from the deity that rules this realm. The further insult to injury is that they can not hear or see each other so that their sentence passes long into their next lives.

They coerce the spirits, who are finally happy to have someone they can see and talk to, to give them information. The Deity who rules this realm seeks to imprison the Red Lord who strives to give people a second chance and prevents them from being destined for loneliness. But they were unable to kill the deity but cut off their connection from the red flame of his candle.

With newfound knowledge and an understanding of the enemy they face, the party must plan their next steps. They have unravelled part of the mystery behind the Red Lord’s disappearance and the framing, but more challenges lie ahead. Armed with the secrets of the hidden temple, they prepare to confront the forces that threaten their world and restore hope and mercy to the land.


Thanks for visiting tonight for the sixth expansion of this years Christmas adventure. Don’t forget that we aren’t even half way there yet so make sure to come back each day in the future to keep up to date! And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Underbleak Cavern Pools

For this weeks adventure there is a separate area to the first encounter with the Underbleak crawlers, a second layer to the cave systems beneath the Bleak. A place where the Crawlers live and, potentially, tunnels deeper into the world below for future exploration.

So let’s grab a coffee, get some waterproof shoes and roll into tonight’s adventure.

Underbleak Cavern Pools

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Underbleak Cavern Pools – created in nightcafe.

The party had followed the Underbleak Crawler deeper and after its earlier attack on them had failed and it had fled deeper into the cavern system. They had not seen the owner of the voice that had fought the monstrous centipede creature and had saved them earlier that day. The tracks took them along the watered path that led deeper into the mountain itself.

Soon the adventurers stepped into a open space where the water came to their waists and it opened up into a larger cavern. The sound of trickling water came from further into the cavern and the water-worn rock that edges parts of the pools forming a platform where they could step out of the water. The passageways is what drew their attention as they resembled the thin, winding spaces where they fought the creature earlier. A place where they would need to be careful of venturing too deeply into.

their torches flickered causing the light on the walls to waver, casting eerie shadows of each other that moved with the ripples in the water. The darkness beyond the torchlight was absolute and only occasional chirps of bats or of a stone clacking across the ground deeper into the passageways. Whatever sound was being made deeper into this cavern was echoing back through the rest of the cavern, distorting and warping the sound so it was impossible to pinpoint it.

As they moved deeper into the cavern the torches revealed a spring cascading down from a wall and washing across polished stones underneath. There were more ledges here and the sound of the water disturbing the pool they waded through was all they could hear. However the water here was harder to see through, murkier and more disturbed on the surface. Easy for a predator to lurk under.

With each step forward the feeling of treading into the unknown grey and the more uneasy they became. They were sure that the creature they perused was somewhere here, but finding it before it found them was going to be the real test.



Thanks for dropping by tonight for the final part of this adventure. There is only two more adventures before we get into the larger December adventure series and I have something cooking already. So don’t forget to come back this weekend for the adventure zine as well as coming back this weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Behind the Walls

Following on from a few weeks again where I introduced the concept of The Bleak I wanted to provide a bit of an expansion to that with Behind the Walls. As there are many adventures that can come from owning a keep of your own, let alone one that you didn’t intend on owning in the first place, this adventure concept is a bit of a discovery of what could happen to the unlucky or unaware.

But enough of that, the title speaks enough and were wont get further that that if we don’t get a roll on into tonight’s adventure.


It had been a few weeks since the new owners of The Bleak had taken over the keep and they had come into a steady rhythm of what owning the keep meant. That would be true if it wasn’t for the noises along and inside the walls of the keep. For several nights the adventurers-come-custodians had woken with the sensation of being watched and they had caught the sound of scratching on stone from within the walls.

However they had not seen any sign of anything but mice and rats moving along the, mostly, stone walls. That was until they found a scrap of cloth caught in a rack between two slabs of stone, a whistle of wind through the crack and the discovery of a narrow passage beyond the hidden door. What other secrets did the Bleak have and who, or what else knew about them?

Behind the Walls

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Behind the Walls – created in nightcafe.

Waking up in the middle of the night was never a good sign for anyone let alone seasoned adventurers who were used to being on alert while travelling in the wilds. Looking around the room there was nothing to be alarmed about. The windows and their shutters were secure, the door was closed and despite a small sway from the lantern that was burning low on a suspended rope from the ceiling all was quiet.

The scamper of claws on stone was the only sound other than a soft howl of wind from outside the window. They had seen a few mice and rats since their stay at the keep, their keep The Bleak, but the cats that called the fortified building home kept them under control and hunted them without mercy or hesitation.

The others in the keep had reported it as well. Being woken in the middle of the night with a feeling of being watched, the feeling of movement in the room with nothing being present or the sound of mice and rats claws on stope would interrupt their sleep. The keepers of the building had brushed it off stating that “you’ll get used to it” and reporting that they hadn’t found anything nor had anything bad happened in the years that they had been here

Claws on Stone

The first sign that it was something to be concerned about came in the form of a shifting stone. Woken from the noise again the adventurer followed the sound of scampering feet and claws. They hadn’t seen rats or mice for weeks and the fattened cats had indicated that they were doing a good job of keeping the rodents population down.

However with no mice or rats to be seen the muffled sound of claws scampering on stone concerned them. Following the noise it suddenly disappeared near one of the outer walls in the courtyard. That’s when a splash of colour drew their attention. A strip of blue fabric was caught in the crack of two slabs of aged yet sturdy stone. Examining the fabric the crack emitted a faint whistling sound as air rushed from the other side of the stone wall.

Their heart sunk as they examined the crack further, a passageway lay beyond the crack and after a few moments of searching their suspicions were confirmed. A secret door lay within the courtyard leading into the keep itself and the strip of blue, dirty fabric had been caught within the seam of where the door had closed. Someone or something had been using this tunnel to get further into The Bleak and judging by the gloom and darkness beyond the the tunnel wove under the main building.

What ever was behind the walls needed to be found out and it was a job for the whole party, no lone adventurer should venture into the secret passage that was a secret to not just the new custodians of the keep but the existing ones as well.



Thanks for dropping by tonight for an expansion to The Bleak adventure campaign. With the concept of having a Bastion rooted in the new Dungeon Masters Guide the premise of a owned building providing an avenue of adventure is a bit more than homebrew now, something that generates adventure and not just a place to hold the dozen +1 longswords that a party would collect over a series of adventures. Don’t forget that tomorrow is ZINE night so make sure you come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cyril Brightmorn

Tonight I go back to working on my party of five for Openlegend RPG. Utilising the character creation flow that I started with Ci’ara Stormbringer, Vimbol Forgeblow and then Glendor Woodtusk and Wenton Humblewood. Tonight I bring to you Cyril Brightmorn, a cleric of the Lightbrigner and powerful healer and defender of the group. While not as durable as Glendor or as powerful as his other companions Cyril excels at healing and seeking direction from higher powers.

So let’s grab a coffee herbal tea, sit back with Cyril Brightmorn – the Morning Herald.

Cyril Brightmorn

Cyril Brightmorn – Created in Nightcafe.

Background

Born into the streets of a large city he grew up poor, a tale as old as time really, and he spent the first dozen years or so of his life in a street gang. It was not an easy life and the darkness of the allies, warehouses and the building where he and the other street urchins were sent to work always terrified him and this fear of the dark caused him to get into more trouble than good.

On one such job, to ambush a group of travellers in an alleyway his fear of the dark melted away when a stranger, one of the travellers, walked down the narrow path bathed in light. The sight was so stunning, so beautiful that his fear melted away. When he came too he was at the steps of a church to the Lightbringer with a mote of radiant light hovering above his head and a cleric, dressed in a tunic over his armour held out a hand for him to take.

Several decades later and he serves the church as a herald of the light. So taken was he by the word of the church and the blessings of the Lightbringer that he always wished to follow the light, spreading its word and aiding those he could with its healing and purging intensity. On his missions he obtained the title the Morning Herald, the one that brings the light as none were as successful of purging the darkness in peoples hearts nor as caring and compassionate as he.

Joining Wenton, Ci’ara, Vimbol and Glenda he travels with them as where they go, darkness awaits and he can bring the light that ensures success.


Abilities

While not as complex as his companions Cyrils focus on healing, restoration and ensuring that they are supported where ever possible and for what ever task is at hand makes him the centre of the battle formation. Enemies that are foolish enough to come close to him will be struck down with the power of the light and rendered immobile or blind after an encounter with its purging radiance.

Banes

  • Immobile
  • Blindes
  • Forced Move

Boons

  • Aura
  • Heal
  • Restoration
  • Genesis
  • Light…(duh)

Feats:

Exceedingly good at healing and ensuring that himself, those in need and his party (more often than not) are healthy and ready to help in the Light-bringers cause. This coupled with his connection to his deity has given him an extra-ordinary edge when knowing when an encounter is to go south so he can prepare the relevant prayer or invoke the right divine power to protect his allies or be best prepared to assist where possible.

  • Extraordinary Healing
  • Hospitaler
  • Lightning Reflexes I

Perks and Flaws:

Chosen by the Lightbringer Cyril has a unnatural connection to his deity to hand out the blessings that the morning brings. This manifests in a supernatural ability to withstand attacks that would fell a normal man as well as to gain insight in what the plans that are laid bare will be successful or lead him down the right path.

Perks:

  • Divine Agent
  • Divine Insight

However not wanting to return to his life on the streets, and putting that behind him he still has not gotten over his fear of the dark, and what lies within and he tenant to being honest at all times has gotten him into trouble more often than not.

Flaws:

  • Phobia (darkness)
  • Honest

Attributes:

A devout spellcaster by trade Cyril is also mighty and tough to crack. A perceptive and divinely intuitive man he provides a support role while still being able to wield weapons if it comes down to it.

  • Perception 1
  • Will 1
  • Presence 1
  • Fortitude 2
  • Learning 2
  • Might 3
  • Prescience 4
  • Creation 5

Links and downloads

Cyril Brightmorn

Thanks for dropping by tonight. Cyril Brightmorn is the fifth in this party which concludes the group of fiveย for an Open Legends experiment that I am looking at. Again I used my process to really hone in on what I want to achieve when creating a character and it continues to work well.

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

A Welcomed Breather

It’s not often that I feel the need to take a welcomed breather from the daily updates on the blog but this weekend has thrown a spanner in the work. But instead of focusing on creating a ‘half-done’ zine for my Plentura’s Storm Chasers zine I wanted to take a slower approach tonight.

So time to sit down, grab a coffee and perhaps even snuggle in deeper as we get some more cosy vibes from tonight!

A Welcomed Breather

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Time to Rest – created in Nightcafe.

Brazen sat down on his cushioned stool and stirred his coffee absentmindedly which a casual flick of his wrist. The spoon moved to mirror his movements as it blended the boiling water with the coffee grinds to create a rich, deep and nutty concoction. As he look around his workshop with various maps, notes, and scrawling’s of research material he chucked to himself.

“Anyone would think that it’s all the ravings of a madman,” he side to himself as it stared at a scrap of parchment that listed out various gods and their relationships amongst each other. “I suppose they are.” he said bemused with himself. His cat, Cleo, curled around his legs thankful that he wasn’t shoulders deep into another adventure or book. Picking up the old cat she purred and lounged on his similar-colour shirt, smoky-grey as it was not often that they got to spend these quiet moments together.

Determining that the brew was ready he placed Cleo back onto the ground, much to her protest, as he reached over to the vessel he was stirring moments ago. Gabbing a siv he poured the brew from the pot into his cup, watching as the finer grains of bean were stripped from the brown liquid as he filled up the mug beneath. Satisfied he had enough he placed the pot back onto the small wood stove.

Blowing on the hot beverage he had a tentative sip which revealed two things. One, it had been too long since he had a good coffee and two, this one was particularly too hot. Placing the mug aside to cool he looked over his notes again to ponder the next steps, the plans left half completed and those yet to be started at all. It was going to be a busy few months ahead as time careened towards the natural conclusion of the year and he had still so much to do.

But that can wait for another day, today was a day of rest. The first in, well quite a while if he was being honest with himself. Those plans left unstarted could wait for a few more days and those left half-complete aren’t going any where. Besides his coffee was much to hot to be useful in the completion of any of his plans, maybe tomorrow.

Thanks for continuing to support this blog, it means a lot of me. I’ve recently hit (according to the stats!) 1017 nights posting in a row with a handful of them being shorter snippets, like tonight, but with 46 Zines completed last year and, so far, 35 completed this year (another 6 in the works). If there’s something that you’d like to see more of feel free to let me know!
Don’t forget to come back next week as we continue on the road to, 48 zines for this week and a larger one for Dice-ember – My Holiday themed zine. Oh, and always, don’t forget to roll with advantage,
The Brazen Wolfe

The Bleak

Tonight it’s the build up for something I hope to run one day with my own party and The Bleak is where we start, continue and end this short adventure hook. Inspired by an image generated weeks ago in Nightcafe and since, its broiled in the back of my mind and with the DMG coming out in the imminent future – a player run keep could be cool no?


In an interesting turn of events the party are made the custodians of a lone citadel at the edge of the known civilised world known as The Bleak. Taking a job to deliver a message turned into something much larger, much more imposing than what they could have anticipated. But not all is lost and not all seems as wild outside the fortified walls of The Bleak.

But it’s never that simple, there is always something more, just a little bit that gives adventure its name.

The Bleak

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The Bleak – created in nightcafe.

The job was a simple one, beyond simple. Deliver a letter to the warden of some old keep called ‘The Bleak’. When the party had asked about the keep from their employer, messenger’s from the king and queen, they were only too happy to tell them about the local area, the environment, natural resources and rumours around the local area. The pay, goods worth thousands of gold pieces – enough that you could retire on if you wanted and live a comfortable life for a number of years.

The one condition, don’t open the letter. The messenger demonstrated with a duplicate what would happen if they opened it – a pile of ash.

The trek was even easier. The horses were fine steeds gifted to them by the court, well fed and ready for the trek with enough feed to get them by for the week of travel. The roads were, relatively quiet with the first people to try and stop them disappearing quickly one they saw the horses. Game was plentiful, a run in with a pack of wolves was quickly dealt with and a large wyvern flew above them heading in the direction they were.

They should have consulted the seers. This wasn’t the first omen they had seen and anyone in the business knows that there is no amount of easy money that is, in fact, easy. As they climbed the mountain where the keep was positioned they could see through gaps in the rocky surface that beyond the mountains was a rough rocky and barren land. A few shafts of smoke were the only tell-tale sign that there was life out there and they remarked that the land behind them was a fertile paradise compared to what lay beyond.

But they had known this, the kings messenger had described the lands of the keep in great detail. The first few miles into the desert, the mountain range and then up to and including a village they had stayed at last night. It was a large land and there was no sign that this was at the detriment to the keeps success.

The Clause

The party reached the keep at sun down as it cast half the fortress in a glow that made it look like it was made from gold. The gates were closed and they could see a few people standing watch in towers, who, quickly scurried inside when they saw the party.

“Hold!” a voice called from the keep. “A few questions to make sure you’re the ones we’re expecting. It’s not often, if ever, we get visitors so well equipped so please excuse our apprehension.” the man who spoke was old, well mannered and had an air of nobility about him. Satisfied by the response the party heard an loud, audible crack of a ballista that must have been concealed as it undid the tension in its bow.

The man, Cornelius, was a wonderful host and once he had the letter in his possession a whisk of blue rose from the wax seal. He ushered them into the keep and organised for their steeds to go to the stables where they would be housed and well fed. He showed them to the hall where they happily waited for a a little amount of time to get just enough food to fill their bellies. When it was time to retire he showed them to the bed chambers, a large one designed for guards with many bunk beds or rooms that would fit in with inns of good renown.

In the morning they found Cornelius waiting for them with a broad grin. “I hope you’ve found that the keep is to your liking? That’s good as its yours to run now. The letter was proof that you had been chosen to inherit the governance of The Bleak and its lands. I will leave tomorrow morning to give me enough time to fill you in on what you may want to know and the servants and all but two guards will stay here with you. With owning this prestigious piece of land it grands you the titles of Lords and Ladies, so, what would you wish for breakfast my lords and ladies?” he asked with no hostility or malice was to be found in the old mans face.



Thanks for dropping by tonight for a quick length campaign hook. Something tells me that this wont be the last we see of The Bleak. Don’t forget that tomorrow is ZINE night so make sure you come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

30 Minute Challenge, Raiders Ravine

So another Saturday has come and something that, after years writing adventures weekly on the blog and for my own Tabletop (which I don’t publish) it shouldn’t be surprising that I hit a creative block on occasion. That’s why I started the 30 minute challenges with tonight I focus once again on something randomly generated and expanding it to a one shot adventure within 30 minutes. Todays 30 minute challenge, Raiders Ravine is to looking the party find when they investigate a series of missing ships and disposed passengers.

As normal I have a few self-imposed restrictions are in place to keep it interesting for me.

Rules of the challenge for me

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

Time started: 20:36 AEST

Overview:ย 

In the Crimson Fjord, an unprecedented number of ships had gone missing. Unlike past incidents involving pirates, storms, or even a white dragon, this time was different. Survivorsโ€”passengers, crew, merchants, and guardsโ€”were found on the shore, dazed and certain they had been robbed. They all recounted hearing a soft song and seeing a rainbow of colours before waking up in rowboats.

The city, frustrated by the losses, called for adventurers to investigate, claiming a sea monster was to blame. The adventurers set sail with an old, experienced captain. On the second day, after encountering whales, a mist appeared, accompanied by a hypnotic song and shimmering colours. It was a spell, and soon sleek vessels attempted to board their ship. The adventurers fought them off and chased them to a hidden fjord filled with pirate ships and stolen vessels. Now, they had to decide whether to confront the pirates or escape.

30 Minute Challenge, Raiders Ravine

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Raiders Ravine – created in nightcafe.

There had never been a time in the Crimson Fjords history where as many ships had gone missing. There had certainly been times where pirates, storms or even a large aggressive white dragon had taken it upon themselves to destroy the ships leaving or entering the port but lately it had been different.

The passengers, crew, merchants and even guards had all appeared on the shoreline dazed, confused and positive that they had been robbed. Their ships all disappeared and their stories all the same. That they had heard a soft song coming across the waves and then a rainbow of colour before being jostled awake by the waves rocking their row-boats against the shore of the Crimson Fjord.

The city had grown tired of this, let alone the dozens of merchants who had lost merchandise aboard the lost ships. What was more infuriating was that when the it didn’t matter if it was merchants, passenger or military ships they all disappeared with the survivors, of which there were nearly no casualties or missing people sure that they were all innocent and something was hunting them.

The call had gone out for adventurers to investigate with, certain detailed omitted from the report. The city claimed that a sea monster was terrorising the ships, as it was the likely explanation, and that the adventurers would leave on a small ship and investigate what they were dealing with. Not finish the beast off but to merely investigate.

The party had agreed as it appeared that nearly the entire cities worth of merchants had chipped into the reward for the quest. The water in the fjord was calm and soon the chilly sea breeze was carrying the salty sea air to the party as they sailed outwards. Their captain appeared to be too old to care but they had been assured that they were in great company. The old salty sea-dog of a captain drank liquor strong enough to knock a dwarf over but managed to handle the craft like an extension of his own two arms.

On the second day they had seen a pod of large black and white whales that had rubbed against their ship, testing it before heading off to hunt for less wooden prey. However, not an hour after the last signs of the large creatures had head off did a mist appear on the sea spreading out from the land towards them. A mournful song came wafting across the water and the mist began to shimmer with a myriad of colours.

It was a spell. An attempt to put the party under hypnosis, and for some it did albeit temporary, but soon several rough looking sleek vessels had approached the ship and the occupants had attempted to board. After a few moments it was clear that the hired adventurers were not a group to be trifled with and the crafts retreated through the fog towards land.

Giving chase the party came across a second Fjord, a large inlet gave way to sea-side stone buildings and fortifications that swarmed with pirates who started to sound the alarm the moment the adventurers ship was spotted. Within the fjord dozens of ships sat moored sporting colours from just as many different merchant, a naval and mercenary companies. The party had found the source of the missing ships, now they had to either deal with the problem of fight escape.

Objective

The objective with this example is really two choices. The party can attempt to fight through the pirates (either subtly or directly) or they can return to the port city of the Crimson Fjord and provide information, being chased by pirates the entire way of course.

Time finished: 20:56 AEST



Thanks for dropping by tonight for a quick adventure writeup. Let me know if you’d like to see more of these style quick-writeups in the future. Don’t forget that tomorrow is ZINE night so make sure you come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe