Driven to Mischief

Welcome to the Twenty-fourth night of Dice-ember and tonight we have a look at not only the reason Daryn’edril and Beth’andra are driven to mischief but we also reveal a nearly forgotten stat-block. As we look back on the last twenty-four days, and as I am preparing the one-shot Zine, I marvel at just how much there is in a few weeks worth of content. But more on that later, let’s not waste any more time in understanding the mind of the fey!

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

Driven to Mischief

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While originally put in as a bit of a “assistant” NPC for Rick, Alice quickly became a core NPC that helps drive the story later on. Because of this I was originally going to have her as using one of the bloody Knuckle Gang statblocks but I think she deserves a bit more than that. So introducing Alice Ironglove!

Alice Ironglove – created in tetra-cube.

Daryn’edril and Beth’andra are lesser members of the fey court in the feywilds. During the winter season, in their attempt to create excitement and entertainment for themselves they began to visit the elves of the Rimeteeth mountains. This delighted them for some time but the elves began to not react in the same manner and their senses and knowledge of the fey made them difficult to prank and trick.

However, as the mountains began to have other races move in they found that the same tricks, pranks and jokes that used to entertain them with the elves stopped having the same effect. It started with replacing a hunter’s arrows with twigs, which caused the twins much delight as the hunter failed to bring down its target, a deer.

Then slowly the pranks increased and they soon forgot about the elves of the forest, much to the elves delight. They realised that the humans, dwarves and other humanoid races of the now bustling city were much easier to fool than the elves and the chaos that their winter-time pranks brang delighted the fey pair more than the elves ever did.

As they progressed their pranks for swapping knives for spoons or hammers for rolling pins they realised that the people of this town relied on the guard and soon a new game was born. A game of cat and mouse began to delight the fey as they pushed their pranks and tricks further, using their magic they confused, befuddled and manipulated the people of the city until the guard wised up to their tricks. Then they would have to evade the ever angry and ever eager guard.

This game of chase was something that brought such joy that they forgot the melancholy of the feywilds during the winter months. The people eventually started to put their trinkets and valuables in chests with iron bindings which prevented their magic from affecting those few items and so they lost interest when people stopped caring that their turnips turned into carrots. With the change in the reaction of the people of Rimeglenn the fey returned to the feywilds and began to plan for the next year when they would increase the level of mischief and pranks that they would sew.


And that marks the last night of Dice-ember for the year, sort of. Come back tomorrow for the end of Dice-ember Zine. But that’s not quite the end of the year as I have plans for the last six or so days of the year. So don’t forget to come back daily and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mischief Unmasked

Welcome to the Twenty-Third night of Dice-ember where tonight we look at mischief unmasked! The true faces of the trickers who have plagued Rimeglenn for years and a hint at why they have; but more on that tomorrow. But for now we will get to see their true faces, perhaps their ‘true names’ and their statblocks!

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

Mischief Unmasked

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While their stat blocks are geared towards a CR5 encounter they don’t like taking life as that would put a quick stop to their fun. They will try and prevent the loss of life so they can continue their mischief and gain more amusement and joy from the people of Rimeglenn becoming increasingly confused as chaos grows in the city.

Daryn’edril Brimesquience – Created in Artbreeder.
Statblock created in tetra-cube.

The holder of the unidentical twins, Daryn’edril is a fierce defender of his sister however still has some latent magical abilities. Stronger and quicker he uses his spells to modify his appearance more than using his precious few magical abilities to hinder or affect his opponents. Armed with a powerful attack with his claw and trained to fight in closer combat he is dangerous and effective, if provoked to fight that is.


Beth’andra Brimesquience – Created in Artbreeder.
Statblock created in tetra-cube.

Now where Daryn’edril is more accustomed to physical tests Beth’andra is adept at manipulation and using her magical talents. Able to manipulate and control those around her she uses this to get the most out of any situation. However he primary focus is getting herself and her brother to safety before they get into trouble or injured.


A brief view of the NPCs, Daryn and Beth – or should I say Daryn’edril and Beth’andra. These two fey have caused a bit of trouble over the years and tomorrow we can get a glimpse as to why and what exactly drives them. But we need to get to tomorrow first, so don’t forget to come back tomorrow for more Dice-ember Christmas themed adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

True Faces of Mischief

Welcome to the Twenty-second night of Dice-ember where tonight we look at the true faces of mischief. Well, the actions that are taken to lead to that moment will be explored however, no faces will be revealed, tonight at least. But enough about that, let’s not worry about what will be revealed within the next three days.

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

True Faces of Mischief

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This weeks encounter is focused on the social interaction between two ‘children’, a dwarf, a human and the party. While it may come to blows there are a few things at play here that would determine if it leads to that or not.

The Basics

The children have advantage against spells and effects that would charm them. They have a +7 modifier to saving throws against spells (such as zone of truth etc.) and the same modifier applies for Charisma based skill checks (Persuasion, Deception, Performance, Intimidation).

Each one of them will say the same story without difference in what they are saying regardless if they are in the same room or not, but they aren’t infallible. When they speak an arcana or Charisma check (vs deception or performance check) will reveal that there is a charm-like effect being used whenever they speak. Creatures that have advantage against being charmed (or who can’t be charmed) have advantage on this check.

The Checks

So the children are not truthful, secrets out!, so when it’s a new lie then we can allow an insight vs deception/persuasion check. If the two children collaborate on the story then it’s effectively an “help action” and grant +3 to the roll. If the party succeeds on an insight check then the child who was beaten in the contest will become agitated.

The mini-game behind this is to ask a bunch of questions that force a persuasion or deception check. If an ability or spell is used that grants creatures immunity to charm or domination then the children immediately fail all checks.

The Children

Both children are creatures in disguise with a polymorph-like ability. Detecting magic will reveal that they are indeed altered by magic.

Both children have telepathy and can charm any creature of their choice as long as the creature can hear their voice. Both children will take damage like normal and won’t revert to their true selves unless willingly. Instead of dying or falling unconscious at 0 HP they will appear dead (advantage on deception check).

They have a hatred of Gnomes and Dwarves. Both creatures will cause them to have disadvantage on charisma checks when they are interacting with a dwarf or gnome.

Once the children have been found to be lying then they will revert to their true forms and will be able to use misty step at will and mirror image once per day as per the spell without any spell components or spell slots.


Some interactions captured, some more to go. Thanks for dropping by tonight for the twenty second Dice-ember night. Don’t forget to come back this weekend for the last components of this adventure. And lastly, 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

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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

An Unlikely Truth

Welcome to the Twentieth night of Dice-ember and tonight we face an unlikely truth. With the offer of aid from Alice the party would be foolish to not take the eye witness account of someone who was watching the building for a day. Surely this evidence would even sway the guards that the Dwarf attacked earlier

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

An Unlikely Truth

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The party considered their options but something wasn’t adding up with the version of events the children were claiming. But if the Dwarven member of the bloody Knuckles gang, Alice, could prove that what they claimed was wrong then they would be removed as the suspects for the stolen reward from the vault. As they moved back through the Guards hall, with a small escort, they knocked on the door to Captain Sungrave.

“Enter.” she responded from beyond the door and the party pushed on the oaken door. On the other side of the door Captain Sungrave was scribbling notes amongst a pile of similar looking reports that had been scrawled. “I wasn’t expecting to see you for some time yet. Please sit where you can.” she gestured towards the chairs that were mostly bare. “What can I help you with? Remember something more?”


“Now let me get this straight. The Dwarf that attacked you and me claims that she has information that may help us uncover what happened to the gold that proves it wasn’t you. And it will only cost her being pardoned for the crimes of associating with known criminals, assault on the city’s guard and attempted theft?” Captain Sungrave asked as the party finished telling her what they knew so far. “It sounds like we will need to get Alice in here to confirm what she knows. I can’t promise her a full pardon until I know what she has to offer.”

Penelope looked at the party of adventurers and considered if there was an ulterior motive behind it. But no reason came to mind. Gesturing to one of the guards that had escorted them in, she requested that they retrieve Alice. She then gestured to the other guard and requested that they fetch the children. She needed to give them the opportunity to defend themselves. She sighed deeply, it was going to be a long night.


And that’s the end to tonight. A short set-up for what will be a bigger encounter from tomorrow and Friday. So don’t forget to come back the last five days of Dice-ember and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Faces of Mischief

Welcome to the Nineteenth night of Dice-ember and tonight we gaze upon the face of mischief. Well the Faces of mischief to be exact. But semantics aside, tonight we get a rare glimpse of the causes of this dreaded season on this, the 19th night of the December adventure. But, are these the real faces of mischief and trickery in Rimeglenn or is this just another trick that is yet to fully unfold. I guess in six more nights all will be revealed.

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

The Faces of Mischief

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The two children were called Daryn and Beth. Their story had been checked out as the guards who were posted at the gates remembered seeing the children enter the city with the merchants and had seen them playing around the gates later that morning. In fact several people had seen the children in the city during the day as Captain Sungrave chased up their story

The only thing that she couldn’t verify is what had happened to the merchants who had come in. People remember seeing them with the children but she could not find the actual merchants. It was a puzzle that she didn’t think she had time enough to work out. The two children were currently staying at the Rusty Duck inn as there was nearly no place safer in Rimeglenn as the nobles and lord of the city slowly started to find out about the missing reward.

She had also made enquiries on behalf of the testimony for the adventurers that had helped her guard earlier today, but the Bloody knuckles had, unknowingly, confirmed that the adventurers side of the events were true also. So unless the Adventurers were in the employ of Rick, who was yet to talk, or there was something else at play here, a rogue agent that she hadn’t factored into yet then the children were lying – which seemed improbably with the accuracy of their statement and half the merchants district able to testify that they were seen that day.

Daryn – Created in Artbreeder.
Beth – Created in Artbreeder.

The party had spent most of the afternoon collaborating their story with the guard captain as well as each other and a few merchants who could remember them from the early morning. The only person they couldn’t find to testify on their behalf was their innkeep who could not be found anywhere.  They had just come from the armoury where they had to store their weapons and were being led out the building with an overly enthusiastic record keeper. 

As they passed the holding cells before being shown to the main hall out of the guards hall they spotted a familiar figure sitting, isolated from the others, Alice Ironglove. As they walked nearby they gestured to the party to come closer. 

“I’ve said my piece to the guard but you, you bunch sure as hell put up a good fight. The likes I’ve not had in years. Do yourself a favour and stay clear of those two yeah? Those kids, they’re something else. Something is not right. I scouted that building for the whole day preparing for our little rendezvous and I didn’t see them at all. They claim they saw you break in. I was there the whole time. But its my word, the disgraced daughter of the Ironglove clan against innocent children.” she practically spat out the word innocent as guards came towards her to make sure she was under control. “I can’t be in prison, I’ve got an oath to fulfil and my honour to regain. If you can guarantee my pardon without Exile… I’ll tell the captain what I saw – ya hear me?”

Alice Ironglove – Created in Artbreeder.

Now it’s not often I make a social encounter that relies nearly solely on soft skills such as persuasion or deception… but this week is a bit of a mixed bag of nuts. But to see where this goes you best make sure you don’t forget to come back each day of this remaining week as we wrap up this adventure! So don’t miss out on the last few days of Dice-ember and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Playing Pretend

Welcome to the Eighteenth night of Dice-ember where this week we have two figures playing pretend and causing chaos. Will the party work out what’s happening or will they succumb this week to the agents at play in the city of Rimeglenn. Regardless of what happens we must sit by and idly wait until the full story can be told as we watch the season of mischief unfold before us.

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

Playing Pretend

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The party watched as half a dozen guard escorted them and the two children from the hidden vault as they moved back towards the guardhouse. Captain Sungrave, Penelope, moved ahead of them talking to the children as they looked startled and intimidated. No hint of malice, deception or malcontent on their faces as they whispered to the captain and moved through the city streets.

Several people; adventurers, civilians and military watched as they were escorted and the voices began to chatter amongst each other. They recognised some of the faces, fellow adventurers who were staying at the Rusty Duck or those they had run into nearby on Adventurers lane. A few of them started to march off away from the party when they saw them, casting back glances when they could.

The party came back to the guardhouse and were shown to a large room, the Captains quarters. Sitting down at the table she watched as two of her other guards walked with the children into another room while she sat down with the party. “Now, I don’t doubt your integrity but I do have to ask some questions. The children say that they say you come and use magic trinkets to open the vault door, not that they knew what it was. They were on the roof looking out for pixies or fairies or something.” she paused for a moment to take a drink from a flask. “But they are frightened, hungry and cold. So they could have imagined things.” she paused to sip again.

“So please reassure me and tell me what you know. Is there someone who would want to frame you? If it’s the bloody knuckles we will have the answer from them, plus they were just as shocked as I to see the vault empty. So, I implore you to dig deeper. Someone from your past? Something else you have noticed? Anything at all?” she said as she brought out a quill and paper. The footsteps of two guards entering the door sounded from the seats that the party stood at or sat in.

“Help me prove your innocence and write the children’s accusation off as a case of mistaken identity. One moment,” she paused as she looked up at the guards. “Did you find out where they live? Or their parents, guardians?” she asked one of the guards.

“No my Lady. They are refugees, their parents lost in a snowstorm and they came in with the last merchants this morning. They were waiting for their parents by the gate but decided to explore instead. We have a guard looking for them as we speak” the guard reported. Nodding Captain Sungrave looked back to the party. “Those children are a mystery for now. But we will need to make sure we follow the processes of the city to clear your names so you are treated fairly and justly.”

She dipped her quill in fresh ink as she finished scribbling out some notes. “So, where do we begin?”


And with that the final stage is set. It would be obvious by now for all of us what is going on here but the tough part is getting the party to play along with us. So don’t forget to come back each day this week to follow along the story as it unfolds.

As this is the second last week of the year we are nearing a close so I wanted to thank you, early, for sticking with me this year. It’s been a year of changed format, some experimentation that didn’t stick and some formats that I think worked well. So don’t forget that if you like something to let me know so I can continue to provide meaningful content to all of you. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Intensification of Mischief

Welcome to the Seventeenth night of Dice-ember and this week we see an Intensification of Mischief the likes of which has not been seen in Rimeglenn. The parties find themselves at the centre of this escalation and two strangers cause trouble for them. But who they are and what they want will have to be explored another night for tonight we watch it all unfold!

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

Intensification of Mischief

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The party walked back towards the barracks with the Rimeguard after the conflict with the Bloody Knuckles gang.

“I’m glad we got there in time. Those bloody knuckles have been a problem in our sides for years now and thanks to you we can be rid of them for good.” Guard captain Penelope Sungrave said to them from nearby. “Those that come willingly with us to the holding cells will be given a fair trial and if found guilty they will be exiled from the city. But the severity of their crimes will judge what they leave with. Generally those found guilty will leave with tools, rations and weapons to survive in the wild. But if their crimes are more than just petty theft then they may end up leaving with just the clothes on their back and an axe. The wilds will decide their fate” she said as she looked distastefully at the number of people in tow.

As the party helped manage some of the more difficult gang members into the holding pen they admired how much respect and authority that Captain Sungrave had. For a young woman to reach this level of command she would have had to demonstrate her prowess, skill and unwavering leadership for quite some time. From what they had heard from Patrik Goloze at the Rusty Duck Inn she was more than capable at commanding the city’s guard and more.

After the gang members were all accounted for Penelope approached them again. “I wanted to thank you for the service you have. But I have one more request. I hope you can come with me to ensure that the hidden fault is protected – that is the target of the knuckles plan. I would be more sure if I had some capable hands with me as I need to leave most of my guard here to mind the holding pen until we can process this lot.” She asked with a note of hope in her voice.

“It is not far and we can be back before a mug of ale goes cold.” she promised.


As they wove their way through the streets they passed the Adventurers lane; home to the Rusty Duck and other ex-adventurer run establishments, before they came to stop in front of a large warehouse. Two people approached dressed in long brown robes as Penelope walked up to them. “Captain Sungrave here of the Rimguard. Please let my companions past as well as they are here to ensure that all is well beyond the door.”

“Did you bring the key?” a voice replied from the taller guard.

“Of course I did – it wouldn’t do me any good if I didn’t bring it…” Captain Sungrave replied before springing backwards and drawing a sword sword from the small of her back. “Be ready, those aren’t the men that I Posted here this morning.” she said as her glare shot knives at the figures. “Reveal yourself!”

Laugher came forth from the cloaked figures before they withdrew the hoods to reveal a large man and a stocky female dwarf. “As expected from the captain. But I will need that key from you. These companions that walk with you stole everything from me and I need what lies beyond the doors!” Rick Harding yelled before he drew a wicked set of bladed gauntlets and rushed towards the party.

“Rick ‘Fierce knuckles’, I should have known you’d be here. Take them alive!” Captain Sungrave yelled before rushing to meet the imposters.


With Rick and his accomplice, Alice Ironglove, subdued and bound Penelope, Captain Sungrave, rushed towards the door and withdrew a key from under her armour. As she fiddled with the wooden boards that covered the door two voices called from above. “Watch out behind you, miss! Those people with you. They can’t be trusted!” Penelope looked up at them just as she slid a board of wood aside and revealed a keyhole.

“What are you talking about? These adventurers helped bring down the most vicious gang in Rimeglenn and protected me from their leader.” She retorted as she placed the key into the keyhole in the door and turned. The whirring of gears and grinding of stone beyond the wood greeted the ears of those nearby.

“You don’t understand, miss. They were here earlier! They stole all the gold!” The voices from above shouted down. Two figures hidden behind the glare of the midday sun pushing past the clouds.

“Don’t be ridiculous they…” she started to say before the vault doors opened to reveal nothing. Absolutely nothing remained in the vault. Penelope turned around and looked between the figures up above them and at the party. “I hate to ask this but, do you know what happened here?” she asked the party as two small children in tattered rags slowly climbed down from the roof.”


Thanks for visiting tonight with a bit of a bigger write up. Now with this being the predecessor for this weeks part of the adventure you can’t forget to come back each day this week to find out what lies in store. As this is the last component you can rest assured that an exciting conclusion is just ahead. So don’t forget to come back so you don’t miss out on it and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Leavings of the Mischief Makers

Welcome to the Sixteenth night of Dice-ember and I have a gift for you, one of the leavings of the mischief makers to be exact. Now these artefacts aren’t overly powerful overtly, but with the right use and a bit of luck these things could be something truly remarkable for the party to have. But let’s not waste any time talking about it here when we could be looking at it below!

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

Leavings of the Mischief Makers

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Bag of Lesser Animus

The Bag of Lesser Animus – created in D&D Beyond

The bag of Lesser Animus is an interesting wondrous item. Able to turn a small wooden carving that was found inside its bag into a construct of the same tiny (Miniscule) size. The carving-creature has the same stats and abilities and limitations as found on the stat block.

Sticking to a bit of the “12 Days of Christmas” it can hold up to 12 creatures but is normally found with 7. If you pay the bag it will make an additional or replacement carving for you and if you bribe it with snacks (Rations) it will even take commissions and make something of your request (within exception). Each carving-creature can also have commands or orders given to them up to 12 words (12 days again) so they cant be complex but its better than a small phrase. 1 or two sentences will suffice. But like the creatures and most other constructs – they don’t talk.

Some examples of the Carving-Creatures can be found below but these are just the ones that I found in D&D Beyond (links included!).

d8 – Carving
1 – Rat
2 – Spider
3 – Bat
4 – Lizard
5 – Frog
6 – Scorpion
7 – Crab
8 – Weasel


Thanks for visiting tonight. Hope you find a use for the Bag of Lesser Animus and are inspired to make the greater versions of this bag too. Don’t forget that we are a bit over half way there now for the Dice-ember adventure which means we still more days to come! So don’t forget to come back this week to find out what lies in store. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Contest of Wills in Rimeglenn

Welcome to the Fifteenth night of Dice-ember and tonight we are looking at a contest of wills in Rimeglenn. With the sudden show of force from the Bloody Knuckles as they ambush the party for ‘questions’ the Rimeguard are quick to respond. Could this create an opening for the party to escape or will the party think of some other way to get past the sheer volume of Bloody Knuckles men and women out there.

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

Contest of Wills in Rimeglenn

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Bloody Knuckles Member – Created in Tetra-cube.
Rimeguard – Created in Tetra-cube.

The members of the Bloody Knuckles aren’t anything special but there are a lot of them and most of them are working for Wal. This zealot bunch don’t care for kindness or mercy they are here to get paid and have a bit of fun while they do so.

The Rimeguard however protects the city for the good of the people. They are a hardy bunch, well equipped and used to thinking on the fly. These people will defend those in need and have always kept an eye on the bloody knuckles – yet never had anything to pin on them so they could take them down. Perhaps a map showing their plans and a confession from a cowardly member would suffice.

As the party navigates through the encounter they may need to try and reach the guard or avoid them lest they believe they are a member of the knuckles. The knuckles may try to delay the guard by taunting and even attacking them so the party can keep being interrogated by Peter and a select few.

If out on the streets the way may be blocked from fighting or bickering Knuckles and Rimeguard, but that may be the best way out – or the worst way. This gives the party a few options to how they want the encounter to go.


Thanks for stopping by tonight to have a look at these two new statblocks. Next week we will reveal some more, and the final pieces if I can get away with revealing a bit too much… so make sure to keep an eye out for that. Don’t forget 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