The Foggy Path

The fog is a great way to make easy encounters more difficult but what if the encounters are already difficult. The Foggy path does just that where even with an additional five mercenaries on their side the party is facing overwhelming odds, unless they do something perhaps a bit reckless. This week is about assessment of the situation, the overwhelming odds in combat and, learning additional rules.

But let’s not get mystified with the fog, or mist, any longer. So grab a coffee, sit down and let’s dive into the map for tonight.


The Foggy Path

403ThFoPa

The Foggy Path – Created in Inkarnate.

With the guards taking the path through the woods it was only a matter of time until they were ambushed. The attacker from before who escaped, with an arrow wound as thanks for his company, returns with more feral allies this time and they make full use of the foggy path. The fog lies thick and heavy across the battlefield with the distant torches acting like micro beacons that help discern movement and placement but without aiding anything to visually identifying anything. This makes this weeks encounter a game of cat and mouse.

To complicate it – a cage full of, somewhat docile, lycanthropes who are the target of the attack. The hard decision will have to come at some stage on what to do. But we will touch on that this weekend.

The map is a simple affair with a few overlapping terrain paints, overlapping fog and light sources to give a “blinding” effect where the main campfire is. The horses are hitched on the wagons, but maybe not for long and the party will have to fight amongst the trees, in the fog. Or flee through it if that is the more wise course of action.


Thanks for joining me tonight for a glimpse at the foggy path. Not my best name for a map but it will have to do, for now. Don’t forget to come back tomorrow for some stat-blocks for the encounter and a reminder that the PDF will be coming out this weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Morrowdeep Hills

The trek up into the Morrowdeep hills is not something that is done often. The rush to get the ‘Morrowstone’ was fraught with danger as the mines were more prone to collapsing which made the extraction of the stone dangerous. Regardless of the dwarves from older times warnings on mining Lanternstone, as they called it, nor the warnings of the resident dwarf in Morrowdeep the hunger for Lanternstone increased.

However some events linked to these tones are yet to be fully explained and as the party explore the Morrowdeep hills they find more than they are bargaining for. But let’s dive into the content instead of sitting around and talking about it. So sit back, grab a coffee and let’s roll on in!


Morrowdeep Hills

402ThMoHi

Morrowdeep Hills – Created in Inkarnate.

The gradual incline that they had been walking up for the past hour began to level out and an even walking trail awaited them. The Journal had revealed nothing but there were clues left behind that indicated that someone had come from the mines in the Morrowdeep hills.

As the party pushed past onwards the trees started to thin and the signs of mining became evident. Discarded buckets, broken tool heads, campfires and tents as well as some large piles of shifted earth lined the path and funnelled the party onwards. Soon a small grotto surrounded by hills revealed a cave. The remnants of a mine track and a tipped over cart heralded the entrance to the darkness beyond. But the partyโ€™s attention was drawn to the soil underneath. Disturbed as if something had walked along here not once, but a few times.

As they looked towards the darkness and their imaginations began to take hold over what could lie within a rustle from the bushes at the base of some of the trees brought their attention back to the present. A danger sense spread across the party and the natural dip into the mind made for a tactical disadvantage for them and one for would-be attackers if they knew how to use it. However when a mountain popped out from the brushes a sense of relief passed over them.

But this sensation was brief when it started to stalk them and the party caught more movement from behind them. A coating of foam covered the mouth of the large cat as it stalked forward more than just hunger in its eyes. A madness that was throwing away any sense of its own preservation that it had. The party watched as more cats appeared and soon they prepared for battle at the mouth of the Morrowdeep hills cave.


A slight change in pace tonight with a revelation of one of the types of encounters the party can hope to go through this week. With the week not being over yet we have more to come so don’t forget to come back tomorrow for the details ofโ€‚this encounter and perhaps more. Don’t forget that this weekend will see the coming of another Zine so don’t forget to grab a copy for yourself when that’s available. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Chamber of Remembrance

The descent into the crypt of Kelemvor’s Church is known as the Chamber of Remembrance, but only opened to a selective few is the heart of this crypt. The Actual Chamber of Remembrance is where the most favoured of Doomguides are put to restโ€‚- that is those who gave their life in service to the god of death and in maintaining the natural cycle of life.

There is no door, no secret compartment or lever into this chamber but those who descend the steps know not to go down the final flight of steps for there is only the distant hint of a flickering light and the permutating cold that travels along with the darkness. It is this cold that embraces all and for those who are of ill intent it is dissuasive enough that they do not pass the threshold to the chamber. However this feeling is fleeting for those who draw Kelemvors’ gaze and who he deem worthy.


The Chamber of Remembrance

401ThTChORe

Chamber of Remembrance – Created in Inkarnate.

Dark and cold, the Chamber of Remembrance is a unpleasant place to be. Any attempt to summon magical light ends in failure and when a torch is lit a gust of wind extinguishes it. The only light comes from four lanterns that permanently shed their warm glow at the archways to help guide those back to rest.

This battle map will be the one used for the, dare I say, lower level encounter I have planned – but I don’t want to give away too much on this just now. There will be another one or two to come in the Zine which will explore another aspect of this adventure.

The crypts each contain a hallowed knight, a doomguide of Kelemvor who maintains and strives to protect the natural order of things. These people were thought to be buried with the most perverse and unholy of relics however rumours are not always true.

The chamber containsโ€‚many bodies and section on the wall appears to be a stone archway leading to soil and earth. A stark contrast to the other cold walls of this chamber. A statue to Kelemvor stands in the antechamber, a proud and cold gaze looking down on those who find their gaze drifting up to the imposing figure. But the Chamber of Remembrance is more than just a crypt – it is a place where it is rumoured that Kelemvors connection to the material plane is strongest in Oakspire. Those of devout and pure intention have been called into the dark and cold to bear witness to his authority and voice, but only a few are called.


Thanks for joining me for another night of map making. Tonight we look at a hint of a map, a restricted smaller encounter map that will be one of three that will go in the final Zine. So for those who want to see more make sure to remember to come back and visit the remaining days of this week to keep exploring this adventure with me and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Village of Forescythe

Welcome to another night where I am wrapping up the end of the year and tonight I am presenting the village of Forescythe, a sleepy little farming town that has had some bad luck of late. Inspirited by one of the one shots I put my “One-shot adventure crew” through adventure had a bit of it all – but tonight I am only providing you the map to use as you see fit.

The Village of Forescythe

352TViOFo

Forescythe Village – created in Inkarnate

The running river that comes from the mountains to the north of Forescythe provides nearly everything the village needs to keep producing crops. The forest itself is rich in good quality timber but they only use what they need to and have plenty of land to the south for their farms. The mountains do however hold several caves that were cleared out a few decades back from a rather unfriendly family of ogors that used to cause havoc for the townsfolk but there has been peace for years. Until recently.

Rumours fly about the superstitious farmers about what is causing their live stock, tools and supplies to go missing. A group of bandits is rumoured to plague the forest and those that travel through. The rival village of Wickswitch, about half a days travel on the other side of the mountains, is also thought to be behind the misfortune. Even reports of a giant that has been seen crashing through the trees during the night of the full moon. All of these requests have been escalated to the guilds, mercenaries and inns in hope of attracting a group to investigate and finally a put an end to their bad luck.


An example of the “all roads lead to Rome” approach where all the stories are related but not quite the truth. But this adventure is a fun one with even a deeper mystery to uncover that, hopefully, will leave the party wanting to come back later. It also teaches them that sometimes combat and brute force isn’t the best option, sometimes a hasty retreat is best. But more on that another time. Don’t forget to come back the last few nights of the year and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Snow Capped Icescape

Welcome to the Twenty-first night of Dice-ember. Now that we have made it this far I don’t really have another encounter map, yet, and tonight I still wanted to give something to add to the adventure. So I tried to imagine what the snow capped icescape that is Rimeglenn would look like and it progressed from there. From the snow ridden city to the frigid barren lands outside the walls the cost of exile is great. But those who are exiled lose the ability to cower behind the city walls when the true monsters come knocking.

So as we wrap things up sit back for a chill night where we take a breath before tomorrow and the weekend. The quiet before the storm is here and I have a lot to do.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

A Snow Capped Icescape

351SDiEm21

While behind the walls may be stuffy and confined for some most find it a safe haven for what they need out of life. The walled city is well protected, well supported and it boasts some of the best military that this part of the land has to offer. But for those who break the law the harsh and cold reality quickly seeps in past their furs.

The hills after exile are look much more intimidating and frightening instead of looking at them with the knowledge that the walls will protect you at night. Once exiled the criminals and unwanted of Rimeglenn find the landscape bountiful in Spring and summer, dwindling and frantic in Autumn and nearly impossible to survive in winter. Only those who are well prepared or used to it survive outside the walls during the coldest months.


And that’s the lot for tonight. A busy one in the real world for me and not needing a map for this weeks content so some art to help drive a thriving imagination. Don’t forget to come back the last few nights and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Streets of Rimeglenn

Welcome to the Fourteenth night of Dice-ember where we look at the Streets of Rimeglenn where the Bloody Knuckles corner the party. Can the party talk their way our, escape the area or come to some arrangement with the gang. We will have to find out in due time but first, let’s look at the map.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Streets of Rimeglenn

350SDiEm14

The Streets of Rimeglenn – Created in Inkarnate.

After Pete has shown them the door to the house the party has a few options here. Something creative to evade them immediately, to overpower and escape once in the building, to deceive and try and escape after or, to comply and see how far you can trust the hulking mass of muscles that Pete is.

The options are nearly limitless but the map is provided in case the party wants to try and fight their way through to freedom, or escape on foot. There are a few narrow streets and buildings that the party may be able to utilise but itโ€™s safe to assume that these streets will be swarming with gang members. And maybe something more โ€“ but more on that tonight.

On the construction it was a relatively easy night with blending the terrain painter with cobblestone and dirt (highly transparent) to get a worn-looking street. The buildings are all plug-n-play which makes it easier to whip up maps quickly. This includes the frame of the house where the party is shown by Pete. Windows are indicated, the busted interior looks like it’s been long abandoned and there are remnants of what used to be a lived in house.


That’s it for tonight’s update, a nice quick map. Don’t to come back tomorrow for some more reveals to this weeks component of the adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Burgundy Brigand

Welcome to the Seventh night of Dice-ember where we get some well deserved rest at the Burgundy Brigand Inn… Well maybe not rest. Tonight we look at the inn that will feature one part of this adventure and in true Brazen Wolfe Tabletop fashion its a map night!

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Burgundy Brigand

349SDiEm7

The Burgundy Brigand – Created in Inkarnate.

The Burgundy Brigand inn wasn’t always the place for ill fated meet ups and under the table deals like it is now. Years ago it used to be a place where nobles would come to let their hair down, gamble, drink and interact with the merchants of Rimeglenn to do business. But after a particularly bad business deal the establishment changed hands overnight and a new crowd began to habit the inn.

Now its a place where the guards are paid to turn a blind eye, well those who can be bribed, and where the guards can’t help you the hired guards definitely cant. Associated with thieves, smugglers and the corrupt the inn now hosts several cheap rooms to rent, none of which have working or secure locks, a secret meeting room in the basement for their favourite patrons (or those who bribe well enough) and the cheapest watered down swill this side of the Feathercrest mountains.

The food is not recommended but it will do in a pinch and the drink is nearly not palatable. However it is a place where those down on their luck or those needing work can turn to for more, unsavoury types of employment and as such it is allowed to keep working despite the nature of the inn verging on chaotic and illegal.

Lord Reese Dryberry haunts this inn frequently and seems to know everyone and everything that happens in the shadows. People come to Reese to purchase information or favours from his contacts but many cant afford to pay the price that is requested for such ‘good deeds’. However Lord Dryberry owns all the land that produces fruit for wine and other spirits and is wealthy, respected and powerful.

Those who cross the lord are not welcome in the Burgundy Brigand and, shortly, are rumoured to have been seen leaving the city. The means in which they leave is never questioned but many know its by bag and down the river to where they are never seen again. None of which can or ever will be proven.


Thanks for dropping by again tonight as we look at the Burgundy Brigand Inn map. Don’t forget to come back tomorrow for some stat blocks for an encounter and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Season of Mischief

Welcome welcome to the end of year sessional one-shot that I have coined, Dice-ember with this years adventure focusing around the season of Mischief. If you can recall last year we had trouble in snow-town, the year before we had an adventure that was akin to heisting Santa’s sleigh and this year – we have something different once again. This adventure will be 25 days of content with, hopefully, my holiday gift to you being a complete Zine that is Christmas Themed. But before I get too ahead of my self tonight is the night before dice-ember and so, a prelude if you will.

So sit back, grab a seasonal beverage and let’s roll into the holiday season in style!

The Season of Mischief

348SDiEmPr

Dyson had just finished nailing the last of the notices on the notice boards at the Rusty Duck inn when the first of the cold winds blew down from the mountains. Dyson placed the hammer and nails back into the satchel he had slung around his shoulder and looked at the message he had just hammered to the wood.

Attention:

Several reports have come to the Rimeguard of late reporting the theft of items from citizens of Rimeglenn. All reports have indicated that in the same place the item was stolen from was left another item. Some have been handed into the Rimeguard already and we ask that if you are missing an item to come and see the guards.

Unfortunately this indicates that the season of mischief has begun. On the Authority of Lord Samite of Rimeglenn and Lady Penelope, the Rimeguard captain we are declaring this season active.

There is a large bounty to capture the offending parties as they commit these large amounts of theft but urge people to safeguard their own valuables. Lock away your items in a safe or hide them somewhere secure if possible. There is no guarantee that this will protect your items and the Rimeguard are unable to look into all of these incidents. As such we are calling for aid for all able bodies adventurers to help investigate the cases of mass theft during the season of Mischief.

– Sergeant Fiona Doleston of the Rimeguard.

Dyson had just finished nailing the last of the notices on the notice boards at the Rusty Duck inn when the first of the cold winds blew down from the mountains. Dyson placed the hammer and nails back into the satchel he had slung around his shoulder and looked at the message he had just hammered to the wood.

Dyson had himself already woken up with his bowls and plates missing and in their place small wooden figurines were left. He had reported it to the Rimeguard but his bowls and plates had not been turned in yet. So he left the figurines in with the guard so that if someone came looking for them that they may find them. However, this wasnโ€™t the first year that this had happened. Every year for the last half-decade as soon as the weather got cold people would report that their belongings were being taken and exchanged with other residents of Rimeglenn.

At first people believed that it was a band of thieves stealing everything and when the guards started to investigate they arrested many people only to find that they had no idea how the stolen items ended up in their house or possession and that they too had their items stolen. The following years they attempted to catch the thieves but it was as if they didnโ€™t exist.

And so the lord of the city, Lord Samite, declared a large bounty to anyone who could capture these thieves and put an end to the season of mischief. But so far the bounty had increased but no luck in successfully capturing the culprits.

Dyson sighed, it looked like he would have to find another way to eat his food without his bowls and plates until he either brought more or they were turned in.


Thanks for joining me for the prelude of this years Dice-ember adventure, the Annual December One-shot that I do for Brazen Wolfe Tabletop. Don’t forget that for the next 25 days I will be producing more updates and content that build up the full story for this one shot. So don’t forget to come back daily and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Final Showdown

Welcome to the last full Thursday of this yearly content as next week we catch up, reset and prepare for Dice-Ember. But first, the final showdown awaits us. A battlefield, a large ritualistic circle, some pillars of rock but a lot of open space to move, manoeuvre and do battle. So let’s sit down with a coffee and explore tonight’s battle map!


The Final Showdown

347ThTFiSh

And here it is. Settling with a layered adjusted ritual circle to give it a blurry, highlighted visual effect I moved quickly to the rocky platforms and pillars that litter this dimension. Some provide an elevated platform to do battle from others, not so much as the risk may not be worth the reward.

Impact craters littler the area around the ritual circle like pox marks – a remnant of when the previous heroes battled the fiend once upon a time. But elements of the purple hue, dirty ground and rocky terrain are evident everywhere.

Battlefield – Created in Inkarnate


Despite what everyone says the size of the description isn’t what is important for a battlemap – its what you do with the map that counts. As with all my maps I provide the link to it in inkarnate where you can download, tweak and adjust to your own needs. But if you are following along this several-month adventure then feel free to use it it as intended in your own games. Don’t forget to come back tomorrow and the weekend for more content and, as always , don’t forget to roll with advantage,
The Brazen Wolfe

Camp in the Pit

A nice simply one since its been a few adventure-sessions without a long rest as the party set up camp in the pit. If you want to interrupt the beauty sleep, or, depending on how the party decides to move the adventure forward we can use this as a basis. So let’s sit down with a coffee and explore tonight’s quick map!


Camp in the Pit

346ThCaItPi

The map is quite simple. A raised ledge within the pit itself which is big enough that the party can rest. It’s also close enough to the ritual circle that they can keep an eye on the Deep Dark in case something comes out, or goes in.

Campsite in the Pit – Created in Inkarnate


Not much of a description for this weeks map – and this weeks adventure will likely roll into the previous conclusion as we prepare for the final confrontation in two weeks time. Don’t forget to come back tomorrow for some stat-blocks (on the off-chance we need to give a bigger nudge to the party) and as always, don’t forget to roll with advantage,
The Brazen Wolfe