The Peaceful Coup

A bit of a simple one this week with the peaceful coup of the Silver Sparrows guild. If the guild founder stepping down as guild master and nearly the newest member of the guild stepping into the role sounded suspicious those present in the guild hall didn’t appear to think so. Well, that was after the new guild masters rousing speech that is.

So let’s grab a coffee, make a toast and let’s cheer on tonight’s adventure!


When the change of guild masters happens normally it’s the cause of death, age, illness or recognition of prowess. However, for the Silver Sparrows, a guild of primarily messengers and scouts the guilds master resigned and appointed one of the most unlikely guild members to take over.

The ripples of this decision cast spread wide and rapidly the suspicion that foul play was afoot spread. But the new guild master started to rapidly change how the guild was run. Within days the guild was more profitable and was getting more contracts and jobs than before. However, the young new guild master had shown the biggest change from being incompetent and unreliable not two weeks ago to being in charge of the fastest growing guild in the city.


The Peaceful Coup

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Addressing the guild – created in Nightcafe.

The guild master Bastion had called for all guild members to gather in the courtyard. As he stood in front of them he looked across all the members gathered. “My friends, visitors and clients. I have an announcement that I need to share with you.” he paused to look around. “Effective tonight I am stepping down as guild master. Kilt Retcher will be stepping into the office of guild master after careful consideration from me and he will take over tomorrow morning. It has been a good decade with the Silver Sparrows but I must step aside.”

As he moved away from the balcony the chatter, hushed conversations and loud calls of outrage echoed upwards as Kilt stepped forward in his normal attire, fancy gilded robes. “I wish.” he stopped, his voice commanding attention like it hadn’t before. “My first wish is for the very best for Bastion Sparrow. He has been the guiding light for many of us, myself included. But I can only wish him the best for his future now that he has chosen to step aside.”

“My second wish is that I can serve you like you will serve the guild. The Silver Sparrows is going to be the biggest guild in the city.” he stopped and looked down at everyone. “The next few months will be different times but with us all working together we will succeed. So follow me into the future where the Silver Sparrows truly rule the roost!”

After a moment the others clapped, cheered and toasted, their outrage of Bastion’s resignation lifted in an instant as if forgotten as if water under a bridge. However not everyone was convinced as the taint of magic, that familiar tingle as it touched on those in the room left a sliver of doubt in their minds.


A start to this weeks adventure that I promise wont be all talk and message delivery. I will be expanding this adventure daily as we continue onwards so don’t forget to come back each day and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sin of the Highest Order

An accident, a powerful storm and an urgent need for healing finds the party thrust into drama as the sin of the highest order is committed in the church of Kelemvor. Will the party clear their own name and decide to help the fanatic clergy in locating who or what ever healed their injured to be thrown at the mercy of the clerics or will they find another way…

So let’s grab a coffee, maybe pack a few extra-strength healing potions and contemplate tonight’s adventure!


When the party find themselves in urgent need of a healer during the middle of a storm they rush to the nearest church that they can find only to be disappointed. The Church of KelemvorĀ has its sects where they take the Lord of the dead’s doctrine to the extreme. Denying the party the healing they need the party are forced to wait until dawn, uncertain of what will come to them.

However, the coming of dawn brings a miracle. Someone or something had performed powerful healing magic without the party or any cleric in the church from knowing. But in healing those deemed to meet the judge of the damned the sect locked down the church, only willing to open the great doors once the healer was turned in to meet judgment.


Sin of the Highest Order

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The Church of Bone and Mortar – created in Nightcafe.

The crack of thunder heralded their arrival to the small village as they rushed carrying their companion with them. It had happened so fast, an ambush as they were setting up camp in an abandoned cabin an hours ride from the village that they were now rushing into. A creature leapt upon their companion and in its ferocious strike it dealt a deathly blow to the person on watch.

As no magic of divine, arcane or that born from nature took hold the it was by stroke of luck that a village that they had passed housed a church. Perhaps the healers there would have better luck had been the thought and as they rushed through the door several members of the clergy approached. As they saw the adventurers carrying their precious cargo, water dripping from their soaked clothes the clerics moved to help them with the patient.

Asking for them to be healed a look of compassion crossed the eyes of the oldest member of the clergy. “I am afraid that is not something we can do. We follow The Lord of the Dead, judge of the damned and they have been deemed worthy to meet Kelemvor to be judged. We have sworn to not interfere with his noble plan and so we are unable to heal him. It is our lords doctrine.” he said with kind but fervent eyes. “But we can provide shelter, the storm worsens outside and we can ensure that your companion is safe and comfortable until then.”


The party was shown to separate rooms, their unconscious companion given the warmest room where the clerics cleaned their wounds, dried their clothing with a muttered prayer and warmed the room so they would be comfortable. It was no surprise that the adventurers would get no sleep that night.

But dawn brought something unexpected. The party was woken by the clergy of Kelemvor banging on the doors. “Please get dressed and come quick.” As they left their rooms they were startled to see their companion standing, smiling and looking fine. After a quick reunion the clergy looked them up and down sternly.

“As we suspected. You are not the cause of this healing.” one of the sterner looking women punctuated the sentence with a sigh. “That means we have someone who has broken their oath. The church has been locked down and until we find who did this we are unable to open the doors. If you can assist us in finding who broke the oath you will be free to continue your journey quicker. You’re welcome to stay for the excommunication and execution afterwards if you would like.” she said with a emphasis as she turned and left for the grand hall.


A bit of a harder one to justify the ‘lock down’ for the party this week but hopefully saving someone who healed their companion will help make the process smoother. Don’t forget that each day this week I will continue to expand this adventure. So don’t forget to come back each day and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dark Ember Arena

This week the Dark Ember Arena is kicking off at our tabletop where the party are thrown into the ring with the favourites of the cities noble houses to win the honour of near certain death in the Ember Vault. The catch, they don’t know who nominated them and if they succeed it is said that they will have what ever they wish for.

So let’s grab a coffee, assess the competition and dash into tonight’s adventure!


The Dark Ember trials have been the only way for adventurers and aspiring heroes to be chosen to enter the Ember Vault. It is rumoured that those who are worthy are selected to enter the caverns beneath the City of Mylos known as the Ember Vault and there at the end of the dark caverns waits a being that will grant any wish that the requestor, if worthy, has.

However, not just anyone can enter into these games and often the lords of Mylos will hand select people from their own houses to take part in the games as a way of ensuring that the ambitions of the houses are put forth as wishes of the potential victor. But not all houses play fair and the party are thrown into the mix by the way of an unknown sponsor whose ambitions and desires bode poorly for Mylos.


Dark Ember Arena

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Dark Ember Arena – created in Nightcafe.

Their sound of their names being called forth still rang as a shock to the party as they stood in the seats that they had won in a game of chance earlier that day. The Ember Vault games was the talk of the town and this years nominees were rumoured to be the best yet. The Dark Ember Arena hosted the games and the party had wanted to see the famed warriors, mages and clerics that Mylos boasted since arriving in the city.

But as a quiet rumbled across the audience and the speaker called out their names again it became clear that by some twist of fate, or supremely dumb luck, they found themselves as one of the nominated parties who were to take place in the games.

As they moved forward the crowd parted for them and the whispering began. It was not often, it was in fact rare that a party that wasn’t affiliated with one of the great houses of Mylos was nominated to take place in the games to be chosen to enter the Ember Vault. It was less common that the sponsor was unnamed but sealed by none other than the mad-king, someone who had not had a coherent thought in decades.

As the party stood before the announcer, a short man, he examined them before conferring with one of his peers. “It seems it has happened again. Chosen by the Ember Games to compete at the Dark Ember Arena for the sake of themselves, not a lord.” he spoke out loud.

“The rules are simple for those of you who are not familiar with the games,” he said looking at the party,” Three tests will take place over several rounds. Each round the competitors will score points based on their strength, wits or skill. A maximum of twenty points will be awarded per test and the group that has the most points, that is who is closest to sixty, will be anointed the Ember Champions by the geass over the arena who decides merit and awards points. The group that is anointed will be allowed into the labyrinth below.” he said before clearing his throat.

“When there is no clear winner the geass will take over and its decision is final.”


Thanks for joining me tonight for something that was meant to be inspired by the image and a gathering of experts, the subject of my work this week, but it tends to feel more aligned to the recent Olympics. A coincidence I assure you! Regardless don’t forget to come back daily as we continue to expand this adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sarkret Forest

The Sarkret Forest is home to the elves of Wellspring who have lived in harmony with the plants and creatures of the woods. But the forest is ancient and the deeper you go the further from civilisation and the watchful guarding gaze of the shepherds of the forest.

So let’s grab a coffee, pull on our hiking boots and let’s stroll into tonight’s adventure!


When a disease starts to spread through the small city of Wellspring the party are tasked with the impossible task. Replenish the alchemical supplies that the herbalist needs to create a cure for the Elves of Wellspring. The catch, the master herbalist is afflicted by the disease and the apprentice thinks that they know what the missing ingredient is. What is clear is that it lies in the deeper, older parts of the forest and that it will be a dangerous trek to reach the plant that is required for the cure.

But the apprentice does not have the full information as part of pages that contained the cure was missing. A warning of the dangers of the cure, was missing and only half the story was told, a sketch of a plant and indications that the root was the key to the cure.


Sarkret Forest

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Sarkret Forest – created in Nightcafe.

The party walked through the beautiful elven streets of Wellspring city and marvelled at the architecture. They had heard that the cities herbalist was the best in the land for days in any direction and that they would have the supplies that would be needed on their next quest. However despite the marvellous the city looked the party still could not believe this was the city that they had heard of.

In all the tales they had been told artist, musicians, mages and street performers would demonstrate the skills that they had spent centuries mastering on the streets. Roaming merchants would sell you food and drink, jewels and gems, swords and bows. But as they walked down the street towards where they were told they could find the herbalists shop they found the streets devoid of life. The elves that did move about the street seemed fearful of the party and avoided them, some crossing the street to be away from them as they hurried along.

‘Moonbow Herbalist & Alchemical supplies’, the sign said it all as they approached a two story elegant building. A dozen herbs that were known as alchemical reagents grew from the very walls of the building and jumbled messily along the ground. As the entered the building a single silver bell chimed and within moments a young elf came running to the front of the shop. He had a messy apron on, carried a small clay jar and a pestle as if he had been caught mid brew.

“Welcome to Moonbow Herbalist and Alchemical Supplies. My name is Tyreal, How may I be of assistance?” the young elf said nervously as he juggled the three things between his two hands. Upon hearing the request he looked pained. “I wish I could help, I truly do but the head alchemist is not in at the moment and I frankly don’t have the skill to help you with that. I am also quite shocked that you would come to Wellspring at this time with the plague and all.” he said looking concerned at the party.

“Are you seeking the cure? I am trying to create one now but my masters recipe book, uh, got damaged somehow. I think I am missing an ingredient for it. If only Mistress Moonbow was conscious enough to tell me what was on the missing page. I believe what I need is called Thren Root, I have a picture of what it looks like and know where it grows but I cant leave the shop to get it. Say, would you be able to help me out? You don’t appear to be afflicted with the sickness and are able to leave the village freely. If you can return with two root bulbs from the Thren plant I know the king and queen will reward you handsomely.” Tyreal smiled with more than just a glint of hope in his eyes


A rather straight forward one tonight. A retrieval type adventure where we need to find and return with the missing ingredient to the cure. But things are never as easy as they sound and just like other adventures of mine there will be twists and turns that we need to watch out for. So don’t forget to come back daily as we expand this adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Honour Bound

This week the party find themselves Honour bound to an oath they gave out long ago. A pledge of loyalty and assistance that has come around to haunt them in their new-found fame. But will they go ahead with the request or will they break their oath and weather the consequences.

So grab a coffee and let’s roll into tonight’s adventure!


There is very little that can hold the sway over people quite as much as being Honour Bound to another. But not all pleas for assistance are righteous and pure of intention and so the bargaining begins. Where does honour and a committal of aid finish and betrayal of oath begin.

The party need to weigh up the consequences of an oath sworn long ago, theft and even murder so that they can balance the books and still wind up ahead.


Honour Bound

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The Keeper – created in Nightcafe.

The party pushed though the doors at the Red Robin Tavern, a place they had visited several times before they started to really start setting out on adventurers. They had just entered when a a familiar voice carried out from across the room.

A man danced on the table, ale in hand and surrounded by a chorus of applause and laughter. A bard summoned a catchy jig on a nearby lute which caused the familiar, and drunk, man to dance harder until he fell off the table to another round of applause and laughter.

“I’m all good,” the man said as he pulled himself up. Mims was his name, well his nickname at least as his real name was Mike and he had gotten the a few of the party out of trouble earl in their careers. As he dusted himself off and sculled the last of his ale he looked up at the group, stared for a moment before a large toothy, and drunk, smile spread across his face.

“My friends!” he called as he walked over. “What brings you back to the Red Robin. I thought you’d be off wrestling dragons and saving princesses and he normal stuff that you heroes of legend do. Please sit,” he pointed to a table where one man was already unconscious with his hand still on a goblet of red wine. “Barman, a round for my friends!” he called.

After a few moments of laughter and discussing the old antics they used to get up to, and the times that Mims had saved the day came up more than once in the stories. Mims looked thoughtful for a moment. “Say, you’re not here for work are ye?” after the reply he grinned. “Well my prayers have been answered. You see I need a favour. I have a job. I don’t have the coin to flash at the adventurers guild for registration and I need help rather urgently. I think you’ve come back here just at the right time, as I need help you appear and I know you can pull off what I need.”

“I helped you when you needed it the most, you made me an oath that one day you would repay the favour and todays the day. Old Mims really needs this job to go well.” he said nervously. “So what say you? Can you help an old friend, like we used to back in the good days?”


Thanks for joining me for another night at my tabletop as I set up a bit of a tricky week. As usual I plan to grow this adventure into something much larger with a few twists and turns as the party try to fulfil their oath and stay out of trouble themselves. Don’t forget to come back daily to stay up to date with the adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Desmodus City

Desmodus City is a grand and steeped in history as the centrepiece of a large kingdom. However when something threatens its safety the city guard, the dark shields, will rush to defend it at all costs. But what threatens them the most this time is something that brings the people of the city joy and comfort – music.

So grab a coffee and let’s dance into tonight’s adventure!


While the city still reels from the disturbing news of a neighbouring city being destroyed overnight the city becomes host to a travelling bard troupe whose music delights and enthrals the general public. But while their appearance delights most of the people of Desmodus the band of bards isn’t keen on following rules.

While the bards bring music to the ruins of a temple at the outskirts of the city the guards become suspicious of the power of this music and the way that the general public of the city react to them.


Desmodus City

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Desmodus ruins – created in Nightcafe.

The guards swarm through the crowd trying to find the bards responsible for breaking the rules of not entering the ruined temple grounds. While the commoners, merchants, mercenaries and a few embarrassed guards dance to the music that is magically enhanced through the broken stone walls surrounding the temple. Rubble litters the ground and as the music thrums through the air small chunks of debris fall amongst the party goers – but the rubble falls to the ground, missing those dancing to the music as the magic resonates from the band.

The music starts to fade and the guards, the Desmodus knights, know that they are too late as the bards disappear from their stone stage. The revellers slowly stop dancing and cheering as the music fades and slowly, and joyously, they march from the temple grounds and follow the directions of the guards. As the guards start to question them they all report the same thing, they were not aware where they were going only that their bodies moved to the music and they felt such contentment that they had not felt in a long time.

However as the last of the attendants of the party left the ruins and only a few guards scouted the ruins chunks of the temple started to shift. Slowly the tall pillars, the platforms and some walls started to give way and the guards had to cease their search as the temple started to collapse onto itself.

By the morning the ruined temple was a pile of rock and debris and not a single wall stood. The stone was brittle and crumbled when touched which concerned the head of the watch. The same report had come in from the investigations of Entied, the neighbouring city, where the ruins of what remained of the city crumbled like dust when touched.

A call went out to the bards to hand themselves in and cease their performances until given approval to do so and failing to do so would be seen as treason. A second call went out to people who could capture the guards, turn them into the authorities and in doing so, they would be generously rewarded by the city guard and the mayor.


Thanks for joining me for another night at my tabletop. This week I plan to grow this into something of a mystery driven adventure with a twist. So don’t forget to come back daily to stay up to date with the adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Midfern Keep

The trek to promised journey was a long and tiring but the message that came created a sense of urgency that had not been felt in quite some time. Midfern keep had been found again, the lost ancient keep that was sealed away to prevent a great evil from surfacing.

So grab a coffee and let’s dive into tonight’s adventure!


When the first of the elven forts fell to a dark power Midfern keep became the last bastion of defence against the rising dark power. But the conclusion of the elf’s ritual saw the bastion fall from knowledge, buried like the evil it dragged kicking and screaming into silence.

The fort has been found once more and scholars, adventurers and merchants all rush towards the building as the promise of treasure sways all. But their green will cause the downfall as the deeper they push the more they discover and unwillingly unravel. Now caught between a rock and a hard place the party must make a choice, stand against the darkness and try to reseal what was awoken. Or, flee and pray that the darkness doesn’t try and snuff out the light once more.


Midfern Keen

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Midfern Keep – created in Nightcafe.

ā€œMidfern keep has been found,ā€ the messenger at the tavern called out as she stood in the door. There was nearly no one who did not remember the stories of Midfern keep or the treasures that had been abandoned in the forts halls when it fell into silence. ā€œWe are seeking aid, scholars, warriors, scouts, everyone. We have secured the outer buildings but only the inner rooms of the fort remain yet to be breached.ā€ the young girl read from a scroll now.

ā€œFame and fortune to all who come and aid the Scholars of Thombridge as they start to open the keep up by the night of the full moon,ā€ she paused and looked up. ā€œIt’s two days away from here so I will take whoever wants to answer to the call to fame and legend.ā€ She finished her speech and hurried to the bar to get a hot meal and drink.

ā€œThey say that the elves sealed their treasure in the fort,ā€ one of the patrons said from nearby, whispering to his companions. ā€œA treasure horde fit for a king!ā€ he excitedly proclaimed before being shushed by the others on his table.

ā€œThe elves sealed a darkness in that keep. I heard that anyone who enters the fort is cursed and dies within a week. That’s why no one has ever reportedly found it before.ā€ another said near the messenger, who looked up shocked and ate with a look of worry and concern on her face. ā€œI wouldn’t go… But, if it was to give my kids a better life and get the name Pemberbrok in legends then I might as well sign upā€ the woman said as she sculled from a tankard.


The next morning found the party standing out front of the inn with horses ready, but they were not alone. Dozens of other adventurers, explorers, scholars and even commoners stood near them with possessions packed and ready to go. A man stood nearby counting coins as several people had bought a wagon and draft horses from him for a sum that would be several years worth of wages for most people.

The messenger appeared in riding gear, clad in light leathers and as she looked across those gathered she nodded and moved to retrieve her horse from the Inns stable hand. “Well this looks like a mighty crew. We rest at dusk, rise at dawn and will be there by tomorrow night if we are lucky.”


Thanks for joining me tonight for the start of yet another adventure, one that I hope offers something different to what I have done over the last three years. Each day this week I will continue to add more content to build this adventure up over several days. So don’t forget to come back each day to stay up to date with it and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sylphare Quarry

There are few people that would walk past someone calling out, a plea for help, let alone a mother who has lost her two daughters. This week we have Jaeden’s request seeing the party responding to a plea for help to find the lost daughters who are believed to have been taken by wicked men. The requestor, a young mother who is just trying to find her family.

So grab a coffee and let’s dive into tonight’s adventure!


When the quarrymen at Sylphare stone quarry unearth a cavern the excitement of adventure quickly disappears as each day another one of their brethren vanishes into thin air. But the owners of the Quarry, the Sylphare family, need to keep the quarry open so they have sent for mercenaries to come and defend their assets.

But, those who have answered the call will find that they have bitten off more than they can chew as some the picks and shovels have awoken a hunger in the dark that feeds with a vengeful hunger.


Sylphare Quarry

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Sylphare Quarry – created in Nightcafe.

As the last strikes from the picks punched through the stone a cascade of stones tumbled inwards revealing a large cavern. The call to stop work echoed out across the quarry as people huddled around what was revealed. A shard of light pierced darkness below revealing a large cavern that seemed to go on for ages in series of sunken steps below. Several runners ran to go get the overseers of the quarry and even the owners son, Harry Sylphare to come and see the hole that was revealed.

It did not take long for the first torches to be fetched and the first ropes to be cast into the darkness below. After half a day the first of the miners returned to the camp and reported that the cavern system went on for miles. It wasn’t until later in the day when a role call was done that people realised that not all quarrymen that went into the cavern had returned.

In the morning another member of the crew was missing. This repeated for a few days with a quarryman going missing in the evening or not returning from the caverns until it became evident that there was something going on. Building a makeshift checkpoint at the entrance the the cavern slowed the decline but those who were put on watch of the barricade rarely lasted more than shifts before another disappeared.

A rumour began to spread that they had awakened a curse that took good men and women from the earth as a tithe for the stone that they had taken from the quarry. Others thought that a poison hung in the air around the exposed cavern that caused the afflicted to wander off never to be seen again. And others believed that something from the cavern was preying upon them one by one.

The owner of the mine, Harry Sylphare, sent for a band of adventurers, mercenaries for hire, to come and find out the truth so that they could resume making a profit from the mine as, at least in this business, death was not profitable.


Thank for joining me for the start of a new week! Each day this week, like every week, I will update the blog to cover the people, things and places that this week hold in store for our adventurers. But don’t forget each day and at the end of the week you can see how it can be used in your own RPG game. So don’t forget to come back each day and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Plea for Help

There are few people that would walk past someone calling out, a plea for help, let alone a mother who has lost her two daughters. This week we have Jaeden’s request seeing the party responding to a plea for help to find the lost daughters who are believed to have been taken by wicked men. The requestor, a young mother who is just trying to find her family.

So grab a coffee and let’s dive into tonight’s adventure!


The Kilderken woods are home to some of the most terrifying creatures known to man but a brave band of warriors call it their hunting ground. But not all heroes can protect everyone under their watch. When children go missing, suspected to have been taken by an evil group of murders, the party are thrust into a desperate hunt through the dark woods.

However there are signs of a darker power than just hunters in the woods. Signs upon the trees, the rocks and even the animals indicate that something foul has taken hold in these woods. Evil is everywhere, a power so palpable that it can basically be tasted upon the air. Will the party find the missing daughters or will something find them first?


A Plea for Help

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Jaedens Request – created in Nightcafe.

The party moved along side the Kilderken forest on the way to the port city of Palau. The sun peaked past the clouds high in the sky the wind snatched at the clothes and hair at the adventures. Soon the sounds of sobbing and a voice crying out from the left of them, towards the forest, carried down to them.

“Cassandra! Taylor!” the voice called out. “Come back to me!” The party moved towards the voice as the desperate cries were replaced with the sound of crying. A woman, middle aged with light blond hair streaked with grey greeted them as she leant against a tree and called out towards the woods. Startled she whirled around and drew a dagger from her boot.

“Here to take my like you did my daughters? What have you done with them!” she cried, the blade shaking in her hands. When the party confirmed that they weren’t the ones who had taken her daughter she dropped the blade and fell to her knees. “Please, my daughters have been taken I am sure of it. They would not be gone this long from the woods and something horrible must have happened.”

She paused as she looked towards the party. “You must help me, please. There have been men with wicked intensions entering the forest for some time now but we thought if we stick to the edges we would be fine. We are forages you see, mushrooms, berries, fruit and herbs. We don’t hunt from the woods as the animals within are sacred.” she paused looking as if she is considering telling the party something more.

“I don’t know what I can offer you to incentivise you to helping me except that a mother needs her children and the children their mother. They are young women having seen at least twenty winters and they go by Cassandra and Taylor. If you can find them, make sure they are safe I will find some way to repay your kindness.


Something a bit different this week with elements of horror and looking at the darkness in the hearts of creatures, NPCs and even the players themselves. If that makes you curious I would suggest coming back daily so you don’t miss out on what’s coming next. So don’t forget that I will be updating this adventure more over the next few days and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Amber Eye

This week the party are asked with the impossible quest, to find the Amber Eye. A forbidden, powerful and coveted artefact that was sealed away centuries ago has now resurfaced, or the key to finding it has at least. How far will the party go in their search for the artefact rumoured to grant what they most desire.

So grab a coffee and let’s dive into tonight’s adventure!


The Amber Eye is one of the lesser known lost artefacts of the dwarven wizard Garthunk. Enchanted to give the holder powers beyond any other artefact of its time it was seen as both a tremendous boon and a threat to society. Or so the rumours go. The stories foretell of a ancient lock guarding the resting place of the eye and a ferocious guardian that none have bested. But the key to the lock was lost with time and eventually the Amber Eye became a legend and myth.

That was until a key made of amber appeared in a dwarven crypt in an unmarked grave. An expedition was called and with a flurry of excitement the Amber Eye Expedition was born. But they are not alone in their search as many covet the power of the eye, and power does terrible things to those with good intentions.


The Amber Eye

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The Amber Eye – created in Nightcafe.

The door was closed, sealed with a bar and then the gnome in front of the party cast a spell around the back room of the Feisty Ferret Inn. “You can never be too cautious when it comes to information for there is nothing more valuable.” he said as he pushed his glasses further up his nose “having said this I trust that you will keep what you are about to see a secret as part of your employment into the Amber Seekers.”

The man, Borfook, gestured to one of the guards in the room who taking this as her queue unceremoniously thwacked a cloth bound object on the table. The sound of a heavy ‘thunk‘ seemed to echo through the room as Borfook rushed forward. “Be more careful girl!” he said as his fingers unwrapped the cloth from the object. Sighing with relief he shot a glance at the guard who shied away into the corner. “Luckily it is enchanted and very difficult to break.

He placed the cloth down on the table and unwrapped the cloth from it one side at a time. “It was in an expedition into a Dwarvern tomb where we hoped to rid ourselves of a particularly hungry ghast that we stumbled upon a unmarked grave that had been exposed during the encounter. Within was the remains of a book, a wand and this. We didn’t know what it was at first until we looked within the book and found a letter stuffed within the crumbling pages that could be salvaged. It was a love letter of sorts and a declaration of betrayal.” he paused.

“I don’t care so much for a love story, but I do care about this line.”

I have locked it away at your request, the Amber Eye shall remain hidden from the world and its power shall reside over you no more. You must see that I am doing this for us, for you and that my love is true. After this I shall write to you one more time to enquire about my proposal before I take the secret of the eye to my grave.

Borfook paused again. “The Amber eye is an ancient artefact that kings, wizards and warlords have sought after for years due to its rumoured ability to fulfil the wishes of who ever holds it. A magical artefact of unmistakeable power and what we have here is the key,” he flipped over the last piece of cloth dramatically to reveal and amber key with runes engraved over every surface, “figuratively and literally, to finding it.”

“The job is to help me in finding the eye. But the eye was hidden from the world in a place no one knows about.”
He said in a lighter voice, imitating someone else asking the question. “Well that is where I come into the picture, I know where it hides, I have the key – I just need a party to guarantee my safety as I have a few rivals who I would bet would do unspeakable evils to reach the eye before me. What say you?”


A dungeon dive, fetch quest and escort mission this week a we find the party going after the Amber Eye! Each day this week I will be back to the normal flow of updating the adventure here after my quieter week marking my 900th consecutive night in a row. So don’t forget to come back daily to stay up to date and as always, don’t forget to roll with advantage,
The Brazen Wolfe