Undead Farm Hands

Tonight to no surprise we have undead farm hands for our encounter. But we have two different additionsto the standard zombies that we could be expecting.

So let’s kit up, stretch and get ready for a big fight with tonight’s adventure!


Undead Farm Hands

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Undead Farm Hands – created in WordPress!?

A normal Zombie stat-block will do nicely for our Farm-hands while Simon wasn’t opposed to also trying to hide dead farm animals in his fields too.

Farm hands will form the bulk of the attacks in this weeks primary encounter. Where as the Draft horse zombie will be a singular figure. It moves a bit faster, is a bit (not much though) more durable than the normal zombie but its animalistic strength will make it hit harder.

But the antagonist I hear you asking? Well young Sara Tode, Simon Tode’s daughter who grew tired of her fathers meddling in her life and resented him from his abuse of her budding magical talent. Used for years to rot the crops of her neighbours while bolstering her father she grew tired of the evil he made her do. So using the farm hands he disposed of against him and his crops was easy.

Sara Tode – Created in tetra-cube.

The encounter depends on the parties level. If they are strong enough to face Sara and five zombies then have that go. Sara can summon a strong undead ally using Summon Undead. She will select Putrid due to her affinity with zombies but if the party aren’t ready to face her then have the undead turn against her and they now need to decide if they save her from her creations or let fate decide.


Thanks for coming back tonight for another quick adventure. Tomorrow we will delve back to Wilderfeast as I’ve got a hankering that needs to be sated for that TTRPG. So don’t forget to come back tomorrow and on Sunday for the end of week zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Pasu Mountain Cat

The Pasu Mountains are home to the Pasu Mountain Cat, a fearsome hunter who prowls the mountains and forests for prey. It’s only fitting that the first creature stat block for the year be so shamelessly modified from an existing block to make these lower level encounters as easy as possible to play with.

Sturdy and muscular, this cat is a fusion of puma and lynx, with thick tufts of hair resembling a beard. It stands three feet tall at the shoulders, ready to traverse the rugged mountain terrain and take down its prey with swift, powerful pounces. Beware of traveling alone in the mountains, adventurer, for the Pasu Mountain cat hunts in packs and can strike when you least expect it.

So grab your coffee to go, consider hiding your supplies for in tonight’s adventure the hunters become the hunted!


The Pasu Mountain Cat

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The Pasu Mountain Cat – Created in WordPress?!

A stout cat with large shoulder muscles and thick tufts of hair that look like a beard it has no real strong features. A cross between a large puma and a lynx the Pasu Mountain cat stands three feet tall at the shoulders and is large enough to take down a grown man.

The Pasu mountain cat moves swiftly up and down the mountains using its sure footed feet to traverse across the worst of terrain. It hunts as a family unit so wherever there is one there is likely others and it is frequently heart not seen with its tell-tale call that sounds strangely canine.

It prefers to attack prey that is isolated by rushing and pouncing on them before they can react, knocking them to the ground with the force of its pounce before bitting for the face. Swift predators who can climb nearly as well as they can move across land they are a problem for many underprepared adventuring parties.

Mountain Cat – Created in Tetra-cube.

Thanks for visiting tonight to get a look at the creature that I had planned for this weeks adventure. More tabletop content will come during the week as we conclude this adventure and look at other things for the tabletop. So don’t forget to come back over the weekend and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Brink of Loneliness

The city of Felmore stands on the brink of loneliness as an imminent attack from the forgotten ones hordes is on the horizon. The Red Lord, having been restored to nearly full power, is now the beacon of hope for the people. However, the Forgotten Deity is determined to extinguish this light. In a sinister move, the Forgotten One has called those who have fallen beyond hope into deep isolation due to the imagined banishment curse. These unfortunate souls, little more than husks, are driven by a twisted belief that the defenders of Felmore are the source of their torment and that by defeating them they will be able to find peace.

So rally the defences, stand by the wall and by the gate for we march into tonight’s adventure!


The Brink of Loneliness

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As night falls over Felmore, a palpable tension grips the city as the once-bustling streets are now busy for a different reason. The streets once filled with stalls and hawkers are lined with hastily constructed barricades, and the cityfolk have taken up arms alongside the soldiers and the party. The Red Lord stands at the steps of his temple and his booming voice rallies the defenders to bolster their spirit.

The city walls loom tall and foreboding in the moonlight, casting long shadows over the assembled defenders who stand vigilant over the battlements and beyond. A chill wind sweeps through the streets, carrying with it an eerie whisper of despair – foul mutterings trying to twist and taint the minds of those who defended the city. But the Red Lords booming voice bolsters the mind and spirits of those in the city and his hymns and songs of joy and hope can be heard from all parts of the city. Yet, despite the presence of the Red Lord the distant sound of shuffling feet grows louder, and the party knew that the time has come. The Forgotten One’s cursed army is approaching.

Despite the preparation they had managed to get done over two days the early arrivals of the Forgotten One’s army had rattled the defenders. Their old friends, neighbours and at times family members had stumbled into the barricades and attacked any who tried to help them. By the third morning there was a large force held back by several of the skeletal-ram headed creatures that the party had encountered at the Meldwel Forest.

The air is heavy with anticipation as everyone prepares for the fight to come as the rising of the light seems to signal the creatures and those lost to the curse the creatures carried rushed towards the city. The first orders to let loose fell on deaf ears but by the second call arrows started to fly through the air towards the rushing horde.

The first sign of the attack is a low, mournful wail that echoes through the night. From the darkness, figures emerge – pale, gaunt, and lifeless. Their eyes are hollow and exhausted with their movements plagued by bouts of anguished cries. These are the husks of those who have succumbed to the banishment curse, imagined by the people of Felmore but inflicted by the creatures of the Forgotten One. Both creature and man surge forth, driven by the Forgotten One to serve as instruments of terror.

As the battle rages the party rush to the main gate that they rally towards, the entry point that is closest to the Red Lords church. As they throw themselves against the gate they brace while the defenders ready another deadly payload for the husks that throw themselves at the gate. As the banging stops the party are called to the temple as the Red Lords voice booms out encouraging the defenders and renouncing those that attack the city.

But another voice sings out and catches the parties ear, Elara singing a hymn and it carries down to the party. They look up in time to see a glowing red barrier surround the Red lord and herself, both the Red Lords Candle and her own holy symbol radiating power as the barrier forms moments before one of the curse bearers, the Isolation Wraiths. Rushing to the Red Lords side they witness the city guards fall to their knees and call out in despair as the wraiths power takes hold.

The fight is quick and brutal but the party defend the cleric and her deity with minimal casualties from those who stood with them. As the party’s resources get dangerously low a screeching call that seems to drain the colour form the world resonates from the field beyond the city. The Wraiths and remaining husks turn and rush off to their masters call leaving the party and defenders to look after their injured, the fallen and despatch the mend the battlements.


Thanks for visiting another night. Don’t forget that tomorrow we will continue this adventure further so make sure to come back for another section of the adventure. We only have another four days to go so make sure you don’t forget to come back daily so you don’t miss a thing and, don’t forget to roll with advantage,
The Brazen Wolfe

The Gatekeeper of the Citadel

The gatekeeper of the Citadel bears witness to all the items believed to be too cursed for even the gods to deal with but yet he understands what’s at stake when he is deceived into guarding the Sacred Red Candle – until the party arrive that is.

So sit back, grab a blanket as its a bit cold in tonights adventure!


The Gatekeeper of the Citadel

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Their journey has been arduous and the party pushes forward with exhausted bodies as they put more distance behind them and the body of Brother Colin. After hours of climbing the steep path they are so close to their destination, the legendary Blank Citadel. The sky begins to darken as the sun begins its descent behind the horizon. As it sets the Darkstone Mountain pass doesn’t look so hostile and unwelcoming as a golden glow washes across the landscape.

As the path they travelled flattens out the sun begins to sink below the horizon, its dying light casts long shadows across the jagged peaks of the Darkstone Mountains. As the temperature drops, and a biting chill settles in clouds of the parties breath swirl around them as travel across the landing looking for the location described by the hidden temple guardians. Ahead, the path stops, and the party find themselves standing before a sheer cliff face covered in ancient ice. Elara walks up to the ice and places a tired and bruised hand against the surface. Nodding she confirms what they all suspected, this is the entrance to the Blank Citadel.

As they look around a blinding flash of light hits them in the eyes from a pillar that is covered in bushes. The party recall the cryptic message about the setting sun and the entrance to the Blank Citadel and examine the pillar and beam of light. Sure enough at the top of the shoulder high pillar is a clear multifaceted gem placed which is sending a refracted beam of light onto the wall opposite it. After a few moments of pondering it is clear that the gem must be rotated just right so that the suns setting light can reveal the hidden entrance.

With a concerted effort, the gemstone turns, refracting the sunlight into a focused beam that strikes the ice wall. The ice begins to melt and crack, revealing a hidden doorway etched with ancient runes. The entrance to the Blank Citadel stands before those before it, foreboding, ancient and cold and yet it beckons the party inside.

As the party step into the Blank Citadel, the air grows colder, and an eerie silence envelops you. The walls are lined with ancient inscriptions and artifacts with a warning to not touch or linger too long on the cursed items forsaken by the gods. A breath of frigid air washes out from the chasm and along with it a foreboding presence whispering of a time and a think long forgotten. The path leads to a grand chamber, its centrepiece a pedestal upon which rests a candle of vibrant red – the Sacred Red Candle.

As Elara walks towards the candle transfixed on the artefact of her deity that stands on the pedestal before her a dark toned creature with inhumanly long arms and legs watches the party closely and the cleric, Elara, most intently, its eyes filled with a deep sense of regret.

‘Welcome, travellers. I am the Oracle, guardian of this sacred place. Long have I watched over the cursed items that have been sent to me and now this, the sacred Red Candle,’ it took a deep breath to steady itself as if not used to talking, ‘ensuring it none of them fall into the wrong hands. But I fear I have been deceived as the Red Candle is not unholy nor cursed nor a threat to any who know what it is.’ it paused as is moved closer to the party and Elara its long arms unfurling more like an arachnid than humanoid. ‘The one who came before you… his intentions were dark and twisted and when he left the candle and declared the oath be fulfilled I felt the authority of a god in his command and obeyed. But he was no god.’

‘The Sacred Red Candle was meant to be a beacon of mercy and hope, but it has been tainted by deceit. I entrust it to you now, for I sense your hearts are true and do reek of vengeance less than the one that brought it here. But be warned, the candle will only burn for those who are true to its teachings. The path ahead is fraught with peril and darkness is closing in as that which was forgotten comes front of mind for the first time in an existing.’

The Oracle gestures towards the candle, its flame barely flickering as the party contemplate their next steps. With the candle found and still alight, barely so, then the Red Lord must be alive. Elara’s elation could be seen as she tentatively walked forward to pluck the candle from the pedestal, the Oracle watching intently.

The oracle spoke breaking the tense moment with is pained voice ‘The Red Lord is held within a place of darkness, where despair and isolation are his sole companions. Seek the ruined fortress within the Meldwel forest to the east of the Darkstone Mountains, beyond the reach of mortal light. There, you will find the answers you seek and the means to restore the Red Lord.’


Thanks for visiting tonight for something a bit different to my normal Friday plans. But don’t fret as there is more planned for this adventure as we continue on with day 14 tomorrow! So don’t forget to come back tomorrow for more Dice-ember and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Lorkan’s Shop

The party makes their way back to Felmore where they once had business with their previous employer who owned Lorkan’s Shop. A man not known for his imagination or honest he had been called out in the evidence they had found in Brother Colin’s room as working against them and falsifying evidence. The goal was simple, find evidence of wrong doing and begin to clear their name.

So sit back, grab a coffee and let’s explore tonight’s encounter!


Lorkan’s Shop

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Armed with the information that they had liberated from the Temple of Tyr the party travels to Felmore determining that investigating their previous employer as a source of information. With Brother Colin completely disappearing they had to chase up their next lead and starting withy Lorkan, their previous employer where they left on unfavourable turns.

Felmore was a bustling trade city known for its merchants and craftsmen in addition to the main temple to the Red Lord. The parties primary goal was to uncover more evidence of Brother Colin’s manipulations and beging to get enough information to clear their names.

As they enter Felmore the vibrant city with crowded streets, noisy markets, and a mix of cultures and races. The air is filled with the sounds of hawkers, blacksmiths, and street performers. The party must navigate through the city’s maze-like alleys and busy squares to reach their former employer’s place of business.

Investigating the Lorkan’s Shop:

The employer, a wealthy merchant named Lorkan, operates out of a large, building in the heart of the city. The exterior is adorned with banners and signs, dedications to his self envisioned prosperity and influence. However despite how he see’s himself not many people were keen to do business with Lorkan as he had a bad reputation for cheap goods and worse manners.

The party knew from their dealings with Lorkan that he kept a chest in his office where he stored his important business dealings. If they could get into his office and into that chest they were sure they’d be able to get some information that would aid them in their quest. However the first problem that they faced was the thugs and experienced mercenaries that the paranoid merchant had hired to keep his business safe.

Thug – Created in tetra-cube.
Gladiator – Created in tetra-cube.

Thanks for visiting tonight one of the encounters that would have happened this week. There is a fair bit behind the scenes for this one so don’t forget to check out the final Zine when I post that sometime around Christmas! And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Enigmatic Reptile

The enigmatic reptile that leads the reptilian regeneration this week isn’t alone and they are definitely not defenceless. The lizardfolk are a durable and hardy race and the general lizardfolk rabble are joined by the hardened warriors emboldened by the Reptilian Regeneration and the Eye of the Serpent. However there is none as powerful as the enigmatic reptile, the lizardfolk high priest.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Enigmatic Reptile

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The party faced the darkness before them as dozens of lizardfolk rushed at them with javelins and clubs held ready to clash with their front lines. Even as arrows and spells cut them down they rushed forward in front of the hulking brutes behind them.

Lizardfolk – created in Tetra-cube

However muscular and powerful the lizardfolk were the brutes towered above them. The size of an ogre these reptilian marvels raised their massive stone headed clubs high and brought them down, narrowly missing their targets. As spells, arrows and blades were turned from their thickened hides they slowly fell to the assault from the adventurers but not before a swarming mass of tangled snakes and lizards crawled over their form even as it fell to the ground to not rise again.

The lizardolk figure at the base of the central raised dais chanted louder as more creatures swarmed to defend the ritual. As the thrumming magic resonated across the cavernous space the lizardfolk and their brutish kin roared in anticipation, the magic renewing their battle lust as they rushed the party only to be hacked down once again.

Lizardfolk Brute – Created in Tetra-cube.

The high priest, the enigmatic reptile herself chanted a screeching plea to their primal god and bolts of lightning lanced down towards the targets of nature. Balls of flame and gouts of poisonous fumes lashed out at those fooling enough to get close but the warriors that defended her were waning. Even as her skin became that of bark and the reptilian guardians that raced forth from the crevices of the temple the adventurers drew to close. Too late were the reinforcements of nature as the blades, spells and projectiles lanced her hardened flesh and brought her magic crashing down.

Lizardfolk high priest – created in tetra-cube

Thanks for joining me tonight for some common, some old and some brand new stat blocks as we wrap up this weeks adventure! Don’t forget to come back tomorrow for more content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Unbreakable Fervour

This week we don’t really have anything new as such, but just a lot more of it and when their unbreakable fervour is matched with more efficient use of their spells it’s a deadly combination. But, that may be me over doing it a bit. This encounter is wildly adjustable and can be swung the other way with words. However, only time and the players will tell.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Unbreakable Fervour

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The priests that surround the room, and party, all cast spiritual weapon to act like an extension of themselves. If there are a lot of priests then every second one will cast a different spell like spirit guardians to try and create as much of a deterrent for people to engage them in melee range.

Underbleak Crawler – created in Tetra-cube

However frightening the priest is the leader, Laurence, should be in a different league. A bit more durable than his brothers and sisters in faith Laurence (using the dark priest stat block) would cast guardian of Faith to open combat before following it up with spirit guardians. This makes it really hard for people to come into contact with him, or simply near by without taking a beating.

This isn’t to make him impossible to beat but to simply encourage other options to be investigated otherwise it could be a very straight forward battle.


Thanks for joining me tonight for some old stat blocks used in, a bit of a new way at least. Don’t forget to come back tomorrow for more content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Underbleak Crawler

This week the party is attacked by one or more creatures that dwell under The Bleak, these creatures are unique to this cavern system and have been dubbed the Underbleak Crawlers. But before I get too excited on these creatures let’s kick into it.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Underbleak Crawler

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The underbleack Crawler is a savage, armoured multi-segmented creatures that resemble a hybrid of Carrion crawler and giant centipede. Able to paralyse by its poison coated tentacles with but a touch or through the venom in its bite it crawls through narrow passageways by flattening its body and letting its chitinous hide soften to reflect the stone around it.

Expert ambush predators it will stalk its enemy though the tunnels and caverns it calls home before attempting to poison its foe with its tentacles. If that fails savage biting and thrashing is its last resort which normally leaves its prey confused, paralyzed and bleeding out.

Underbleak Crawler – created in Tetra-cube

However that isn’t its biggest threat. Able to detect its prey with sound and smell its an expert predator in the pitch black of the underground caverns it stalks. Durably thick chitinous plates protect it from most attacks which explains how most of them have lived well in the darkness of the Underbleak. Its nests are normally coated in a layer of silken webs which enable it store weakened prey for its prey to consume, after hatching from the eggs that it buries within their bodies.


Thanks for joining me tonight for a bit of a fun one really. Strong and deadly creatures that are hybrid between one or two creatures in an unfamiliar environment will make for a fun encounter, in theory. Don’t forget to come back over the next few days as I wrap up another adventure or two over the weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Bellowing Charge

The Bloodhorns are a clan of mercenary-like minotaurs and they are the star of the show this week, well their bellowing charge is more to the point. Fast and lethal these creatures are here for a single purpose, to collect the bounty on the party and Clarice’s head. But I am sure that they have something to say about that…

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Bellowing Charge

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The basic minotaur is lethal in its own right. Able to throw caution to the wind and grant itself advantage on all attacks, raising its potential to hit by another 25%, roughly, but granting the same bonus for opponents to hit itself. But on the charge its able to deal immense damage that would fell a lesser man and heavily injure many these creatures are something to be feared.

Minotaur – created in Tetra-cube

However a well run operation rarely just has foot soldiers, minotaur’s or otherwise, and that’s where the Minotaur Bull comes into it this week. A fine specimen if there ever was one of this race the Minotaur bull is something that many calves dream of becoming. Its bellows drive other minotaurs into a blood frenzy, able to hit harder and more accurately while fighting near the leader of the herd.

They are generally larger, stronger and more well fed than others, able to sustain a much bigger amount of hurt before it succumbs to its wounds. However it will dish out much more pain that it will receive before it falls to a smaller humanoid.

Minotaur Bull – created in Tetra-cube

Thanks for joining me tonight for another short one and a new take on some monstrous races that we may see on the battlefield opposite us. Be sure to come back over the weekend as I continue to create more content daily and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Isem Strike Force

The mercenaries, and soldiers, of the Isem kingdom are well informed about the habits, movements and even members of the Musca forces. However they weren’t expecting a group of well trained adventurers to also be present which changes their plans considerably.

So let’s sit down, grab a coffee as we roll into tonight’s encounter!


Isem Strike Force

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The humble Isem thug is a sturdy combatant with an eye for causing chaos. Equipped with flame charges, a variant of alchemist fire, these arsonist-warriors fight with fire and those who leave the fight are rarely unharmed. These are the foot soldiers of the Isem strike force who has come to disrupt the empire of Musca with their plans but, they are not hardened veterans nor are they the ones calling the shots.

Isem Thug – created in Tetra-cube

When the foot soldiers are unable to get the job done, or are simply following orders, the Isem White Guard will step into the foray and they pack a meaty punch.

The Isem White Guard are named for the ash and soot that they leave behind them. Gifted a Flame Forged Cinder Shard, a long sword of a sort, these warriors fight brutally, efficiently and rarely do they have any prisoners to take alive. Their blades seem to drip with the same alchemical components that the Flame Charge is made from, yet it doesn’t expire. These blades burn white hot and leave just white ash in their wake.

Isem White Guard – created in Tetra-cube

Thanks for joining me tonight as two slight-variant stat blocks from well used opponents. Working as a group and a well oiled military machine a group of these warriors would pose a substantial threat for any party going against them. While that’s been said don’t forget that we still have two more nights this week so make sure to come back over the weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe