Depths of the Venom Tide

Now for the next Zine of the year I present, in single page zine format, Depths of the Venom Tide. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Depths of the Venom Tide, and that all your rolls are made with advantage.


Depths of the Venom Tide

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Through relentless rain and a tangled landscape, the party journeys to Starbrook, a village known for its fish trade but now burdened by a dark mystery. A wounded fisher, Sil, recounts an attack by an unseen creature lurking beneath the waters—one that has begun targeting people rather than prey. Urged by a desperate merchant named Rei, the group sets out to hunt the beast before the village’s fragile trade agreements crumble. As they navigate the dense forest, Sil leads them to the riverbank, where an unsettling discovery awaits: despite the downpour and the onset of the wet season, the water has receded unnaturally. Their search takes them upstream, where they uncover a crude dam, its makeshift structure forcing the river into an unnatural swell. Among tangled branches and broken rods, they spot movement beneath the surface—something resisting the current, something watching.

Determined to uncover the truth, Sil quickly takes action, hurling a weighted silken rope into the waters where the creature may be lurking. The moment it catches, she is nearly pulled under, the rope going taut as an unseen force drags with immense strength. The party rushes to her aid, engaging in a grueling struggle against an adversary that refuses to relent. When the tension suddenly snaps, sending them sprawling backward, they anticipate victory—only to find the branch they haul in stripped clean, its bark marred with unnatural markings. Then, a chilling realization dawns upon them as the surface of the water breaks, revealing two watchful eyes that gleam from the depths.

In an instant, the floodwaters erupt into chaos. Massive tentacles lash out, striking with terrifying speed, ensnaring logs, soil, and, worse, the unsuspecting adventurers. A beaked monstrosity, the scorch-venom octopus, emerges half-submerged, its gleaming gaze locked onto the party. One tentacle crushes a fallen tree, sending debris flying, while another coils around an adventurer, dragging them toward the swirling depths. Blades flash, arrows pierce the rain-soaked air, but the octopus fights with relentless cunning. Never fully revealing itself, it remains just below the surface, striking with calculated precision, forcing the group into retreat with every failed attempt to gain an advantage.

The battle rages as the party struggles against the monstrous creature. Its tentacles dart between rocks and fallen trees, searching for weakness, seizing moments of hesitation. Mud churns underfoot as the party fights against both the beast and the unforgiving terrain, their strength fading against its relentless force. It is not merely attacking—it is testing them, assessing their resistance. The river, once unnaturally subdued, now crashes forward as the octopus thrashes, disrupting the dam and sending waves spilling over the banks. Their hunt has become a desperate fight for survival, and as the waters rise, the creature refuses to retreat, forcing them toward a fateful confrontation.

With the village’s future hanging in the balance, the party must decide whether to stand their ground or flee the growing storm, knowing full well that the octopus will not abandon its hunt. The waters churn, the rain intensifies, and the beast’s piercing eyes never leave them. Whatever lurks beneath the depths has proven to be more than a mindless predator—it is something far more dangerous. And unless they act quickly, Starbrook’s waters may soon claim more victims.



PDF adventure – Depths of the Venom Tide



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Under the Floorboards

Now for the next Zine of the year I present, in single page zine format, Under the Floorboards. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Under the Floorboards, and that all your rolls are made with advantage.


Under the Floorboards

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Under the Floorboards – Created in WordPress!?

A weary band of travelers arrives in Rimoi, a humble village known as a resting stop for adventurers. Little more than a collection of weathered houses, blacksmiths, and two rival taverns, the town seems ordinary—until the party stumbles into the Hooting Owl Tavern. Inside, the warm glow of a fire and the scent of roasting boar welcome them, but tensions hang in the air. The local guards storm out, their anger directed at the dwarven tavern keeper, Glenda. Over a meal, she explains her troubles: rats have infested her pantry, let in by starving children sneaking food. But the guards refused to help unless bribed, leaving Glenda trapped by her fear and haunted by the unexplained disappearance of the village’s orphaned urchins.

As the adventurers finish their meal, a young girl bursts into the tavern, panic in her wide eyes. Talley Rinden, too young to be surviving alone, flees into the street, prompting the party to chase her. The villagers sneer, calling her a “little rat” as they point the way. They catch her in a back alley, desperately trying to enter a locked door. Through tears, she reveals a chilling truth—her friends are missing. They vanished one by one after sneaking into the tavern’s pantry, unable to resist the call to investigate the eerie noises within. Too afraid to ask Glenda for help and certain the guards would imprison her, Talley has been left alone, terrified and desperate for answers.

Back at the tavern, Glenda’s kindness reassures the girl, but Talley can only sob one word—”Lost.” Then, a noise echoes from the depths of the pantry, something far larger than a rat. Glenda leaps onto a table, cleaver in hand, as the door swings open to reveal Rueben, her trusted assistant. But relief quickly turns to dread. His stiff movements, decaying flesh, and hollow stare betray something unnatural. He insists he will handle the rats himself, and in a chilling moment, Glenda’s expression goes vacant, accepting his words without question. Talley suddenly cries out—she has heard her friends’ voices coming from below. As Glenda hesitates, something grotesque stirs in the darkness.

Then, the stairs shake violently. From the shadows, monstrous, multi-legged horrors surge forth, scuttling toward them. Rueben’s voice, once soft, now drips with menace as he utters the terrifying truth—”The others grow tired of hiding. There is no escaping now, fools.” The party finds themselves trapped in a nightmare, faced with an ancient horror lurking beneath the tavern. To survive, they must uncover the truth, confront the unnatural terror that has ensnared the village, and rescue the missing children before Rimoi becomes nothing more than another forgotten town swallowed by darkness.



PDF adventure – Under the floorboard



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Red Harvest

Now for the next Zine of the year I present, in single page zine format, Red Harvest. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Red Harvest, and that all your rolls are made with advantage.


Red Harvest

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Red Harvest – Created in WordPress!?

The village of Ponkae, celebrated for its rich traditions and renowned delicacies, lay nestled beyond the rainforest’s damp roads. Along the way, the party witnessed villagers meticulously hunting Moon wave grubs, using hand-axes and reed-like tongs to extract the wriggling red creatures from decaying wood. Naya, a moss-cloaked guardian of the harvest, emerged to explain the importance of these grubs to Ponkae’s prosperity. Responding to an urgent call, she darted off, leaving the party to descend the grand steps into Ponkae’s vibrant valley.

Ponkae was a hive of activity, with farmers harvesting silken cocoons from jungle trees in the tiered valley alive with buzzing insects and running water. Amidst this bustling scene, an untouched patch of trees hung with black cloth provided an eerie contrast. The party marvelled at the colourful marketplace filled with silken wares, fragrant oils, strong beers, and tantalizing food, showcasing the rich traditions and craftsmanship that defined Ponkae.

A debate in the village’s amphitheatre revealed a pressing issue—Tamaya’s farm, left without a successor, threatened the harvest of silk and moon broth. As the villagers argued, Naya delivered startling news about blood-red, many-legged creatures stealing cocoons. The elder shared the legend of “red harvesters,” divine beings that appeared to reprimand the village’s greed. He tasked Naya and the scouts with tracking the creatures, forbidding harm, and allowed the travellers to assist in uncovering the truth.

Led by Naya, the party followed erratic tracks across farmland walls and ledges, eventually reaching a tree draped in black cloth where shredded bark and hollow silken cocoons suggested a violent encounter. The search took them to Tamaya’s abandoned house, where a burrowed hole and disarrayed interior revealed that the creatures had used it as a nest. Naya suspected the grubs had matured and emerged, emphasizing the urgency of unraveling their origins to safeguard Ponkae.

As the rain intensified, the party spotted claw marks around cocoon mounds, some salvaged by villagers, others successfully raided by the creatures. At the upper levels, a rare red cocoon fluttering in the breeze hinted at its extraordinary value, with Naya explaining its lucrative significance. Danger loomed as red creatures emerged from the woods, mandibles snapping and antennae twitching with menace, their intent clear—to guard the undisturbed cocoons as they confronted the party.


The warriors surged forward, their oversized claws clicking as they charged. Their powerful mandibles opened and closed in anticipation for the fight to come. Claws tore into shields and grasped at weapons with brutal efficiency, each strike aiming to capture and slash while their strong jaws could crush and shatter limbs. The party fought desperately but the ants moved with unsettling coordination. One ant lunged, its claws locking around the human’s arm as its mandibles clamped down on blade, splintering the steel like it was dry wood. 

Above the fray, the queen loomed as she slowly descended. A massive creature whose sleek body reflected the dim light from the forest ominously. She clicked her mandibles, emitting a resonant sound that rallied the warriors to redirect their attacks to the adventurer that could pose the biggest threat. As she moved towards the front lines her stinger poised and glinted. The queen thrust it downward towards the party, narrowly missing but a spray of ichor saw the warriors disengage with their current prey and rush towards the doused target.



PDF adventure – Red Harvest



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Wakeless Sleep

Now for the next Zine of the year I present, in single page zine format, The Wakeless Sleep. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, The Wakeless Sleep, and that all your rolls are made with advantage.


The Wakeless Sleep

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The Wakeless Sleep – Created in WordPress!?

The party arrived in Launghui, a coastal village famed for its plentiful fish harvests, but was met with an eerie silence and abandoned streets. Passing through the shark-jaw gate, they discovered shuttered homes and lifeless villagers lying in their beds, faintly breathing yet impervious to magic or aid. A teen girl named Sunraya stumbled along the road, sharing a chilling tale of a curse that had afflicted the village after the last catch. Alone in her wakefulness, Sunraya explained how a past offense to a witch had previously plunged the village into a similar slumber, only broken when the witch was appeased.

Despite their efforts to comfort Sunraya and unravel the mystery, the party uncovered unsettling signs of the curse’s grip. Sunraya’s refusal to eat the village’s tainted fish left her hungry but still conscious, while the rest of the villagers had fallen into a wakeless sleep after consuming the fish. After sharing a meager meal of fish from a nearby trap, Sunraya succumbed to sleep, her condition worsening as a faint magical presence enveloped her. With their only lead slipping away, the party placed Sunraya by her sleeping parents and stepped out into the fog-covered village, where they encountered a sea witch cloaked in seaweed and vengeance.

The sea witch declared her blood oath fulfilled, revealing her plot to poison the villagers through the very fish they loved, ensuring their downfall before awakening. Her sinister laughter echoed as she vowed to finish the task before the curse lifted, targeting the villagers for their past wrongdoings. Turning to the party, she recognized them as outsiders and attempted to charm them with her tragic tale of rejection and loss. Her words masked a thinly veiled threat as she advanced, the oppressive fog thickening around her. The witch’s form grew more menacing, her nails elongating into talon-like claws as she moved toward the adventurers with feral determination. The party was faced with the critical choice to act swiftly or risk becoming her next victims.



PDF adventure – The Wakeless Sleep



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Blooming Shadows

Now for the next Zine of the year I present, in single page zine format, Blooming Shadows. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Blooming Shadows, and that all your rolls are made with advantage.


Blooming Shadows

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Blooming Shadows – Created in WordPress!?

The party arrived in Morrowell during the lively Festival of Botanica, a celebration of unique and healthy plants competing to be added to the druids’ prestigious gardens. Among the vibrant displays, one peculiar plant, owned by Colter Danier, drew both awe and suspicion due to its tropical appearance and rapid growth. Though cleared of cheating by the druids, Colter faced growing hostility, especially after the fiery Jiggo Greenthumb accused him of foul play and later mysteriously disappeared. Further investigations by the party revealed eerie drag marks leading to vanished villagers, with no traces of a struggle, deepening the mystery and unease in the village.

As night fell, the true threat emerged—the carnivorous plants infesting the village with their questing vines, spreading a sweet, intoxicating aroma and golden pollen. At the heart was Colter’s towering plant, now fully bloomed and surrounded by smaller, menacing blooms. The party fought bravely against the invasive flora, countering their powerful vines and overwhelming scent with teamwork and skill. In a decisive blow, they severed the main vine of Colter’s plant, causing the sinister infestation to wither. Though victorious, the party was left to reflect on the near-disaster that could have overtaken the village.



PDF adventure – Blooming Shadows



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Relics of the Dark

Now for the next Zine of the year I present, in single page zine format, Relics of the Dark. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Relics of the Dark, and that all your rolls are made with advantage.


Relics of the Dark

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Relics of the Dark – Created in WordPress!?

The party reached Khumric, a city that defied their low expectations after a bleak journey through the Marsh of Despair. Once notorious, Khumric now buzzes with life, bustling with adventurers who explore the dangerous locales of the Marsh, Demongate, and Windhollow peaks. They navigate through vibrant markets and inns, surrounded by merchants selling items called Relics from three dungeon like locales that surrounded the town.The people of this town had adapted and grown, offering all manner of services for adventurers as the market was in delving through the dungeons, crypts and caverns of the three locales. The town thrived on the constant flow of treasure hunters delving into ancient crypts and treacherous caverns.

However, ominous news awaits them. A series of warnings on a central billboard reveal that no adventuring parties have returned from recent expeditions to the Demongate or the Crypt at the heart of the Marsh. A sudden vacancy at a local inn implies a high rate of missing adventurers. As the party contemplates their next steps, a wounded warrior announces a wyrm threat in Windhollow, seeking assistance to rescue survivors. The adventurers must engage with the Delver’s Guild to uncover the cause of these escalating dangers.


The party encountered Eulric Darkstone, the imposing leader of the Delver’s Guild, whose body was marked by extensive runic scars and embedded with the disc-relics made of silver, gold, and bronze. Eulric, a descendant of the heroes who defeated the three ancient evils around Khumric, exuded a powerful aura as his relics activated. Despite his unsettling presence and a faint metallic whine in his voice, he delivered crucial information about the crypts, the Demongate, and the wyrms, dismissing them as the sources of the recent disturbances. Eulric’s silver hair framed his frown as he expressed surprise at not sensing the party’s arrival, something he normally could do due to his relic-given connection to the land.

Realizing that the true threat was concealed within Khumric itself, Eulric deduced that an ancient power was hiding the evil among them. As the guild members hastily documented his revelations, Eulric appealed to the party for assistance, asking them to investigate the town for any signs of hidden malevolence. He emphasized that their unique nature made them the best hope for uncovering the source of the trouble and preventing further loss of life. The party now faced the daunting task of uncovering the concealed threat within the very heart of Khumric.


After leaving the Delvers Guild Hall, the party noticed an argument between a gate guard and a dwarf adventurer regarding missing adventurers. The dwarf claimed that his men had left through the Windhollow Peaks gate, but the guard insisted they hadn’t. The party approached the guard, who explained that records of departures and returns were kept to inform loved ones of lost adventurers. Due to recent issues, the town had closed the gates to prevent further casualties. The guard said the records showed no one had left, despite the dwarf’s insistence. Upon investigating further, the party discovered a clue that the same messenger had requested aid today and last week, suggesting a lead to the missing adventurers.

While searching for the messenger, the party encountered a man who claimed to have seen them earlier and needed their help. He offered a way out of the city past the guards to save the missing adventurers. Trusting him as their best lead, they followed him to a relic shop emitting a strong magical aura. Inside, they found hundreds of foul-resonating relics. As the man interacted with the shop owner, the sound of a shutting door indicated danger. The party realized they might uncover the source of the missing rescuers in the impending fight for survival.


After the man that attacked them was now unconscious after preventing them from going down a staircase, the party realized that the stairs led to a cellar rather than an escape route. As they descended into a dark room surrounded by stone walls, they heard sounds indicating something deeper beyond. The trap was sprung as the door clicked shut behind them, locking them in. The party in their attempted escape discovered a loose stone in the wall, revealing four dwarves who had been missing. These dwarves, along with others who had vanished from various delves, were found in the caves, driven mad, barely fed, and obsessively talking about relics that could save the town by harnessing their power.

Realizing the dire situation, the party knew that attempting to escape through the locked door was futile for now. They were trapped in the cellar, waiting for their ambushers to check on them, which could provide an opportunity to escape. The party understood the gravity of their predicament and the need to find a way back to freedom while uncovering the mystery behind the missing dwarves and the dangerous relics.


The party waited until the door was open before they sprung their own ambush. In the panic the door became jammed and a clear way out of the cellar was found. But there was more than just the bloodied man this time as the house swarmed with people with the same zealous eyes as the man that attacked them.

As the cultists swarmed the party, their leader performed a ritual by slamming two relics together, causing a gruesome scene as blood and bodies were drawn toward her. Chanting to the shadow in the relics, the cultists’ remains merged into a mass of energy and refuse, forming a large demonic figure studded with relics. The room began to collapse as the monstrous entity emerged, staring at the adventurers with a menacing presence.



PDF adventure – Relics of the Dark



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Displaced Lord

Now for the next Zine of the year I present, in single page zine format, The Displaced Lord. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, The Displaced Lord, and that all your rolls are made with advantage.


The Displaced Lord

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The adventurers had journeyed to Nevarl and had found themselves in the Penitent’s Larder, a lively and boisterous tavern that belied its name. The tavern keeper, Goya, a formidable goliath, enforced the rules with an iron fist. As she stood behind the bar, cleaning large carving knives, she chatted amiably with the party, who had booked a room for a night or two. Their conversation was filled with tales of their adventures, and Goya eagerly joined in, asking questions that revealed her keen interest in their exploits.

Suddenly, the atmosphere shifted as a faint cry for help reached their ears. The room fell silent, and the adventurers turned their attention to the door. A man burst in, his tunic torn and covered in mud and vomit, with claw marks raking his back. He collapsed, pleading for help. The party rushed outside to investigate, finding only barrels rolling down the road and indistinct footprints. Returning to the now-empty tavern, they discovered Goya nursing a broken lip and the man bleeding from new cuts. He warned them of a demon that grew angry when his shirt was removed, but despite their best efforts, the party found no evidence of a lurking demon.


The party watched the nervous man, who introduced himself as Joe Smith, anxiously eat his meal. He explained that every time he removed his shirt, he was attacked by an unseen demon with horns, a hog-like nose, tusks, and claws capable of slicing through dragon scales. Despite their efforts, the party couldn’t detect any curse or determine the source of the faint magic surrounding him. Each attempt to remove the shirt resulted in Joe being attacked, leaving him bruised and bloodied.

Determined to uncover Joe’s identity, the party left him in Goya’s care and searched the markets of Nevarl. They found no record of Joe Smith, raising doubts about his existence. However, they observed a strange interaction between a well dressed young woman putting up pieces of parchment on a notice board before her house guardsmen tore them down and burned them, one briefly revealing Joe’s face on a well-dressed man. With no other leads, the party realized that finding Joe’s true identity required pursuing the wealthy or influential individuals behind the expensive sketches.


The party stood at the entrance of a narrow, cobblestone street that wound through the bustling Nevarl markets. Tall buildings of stone and timber lined the street, their upper stories jutting out and adorned with signs and clothes. One sign read ‘Draodir,’ a famous dwarven tavern known for its strong spirits and ale. Barrels and crates were scattered along the sides, and warm lanterns cast an inviting light, despite the lurking figures.

The air carried the scent of baked goods, likely from a nearby shop. In the distance, the street led to an archway with the towering spires of a grand castle beyond. With Joe in tow, the party was determined to reach the manor where his family waited, reunite him with his daughter, and hopefully break the curse affecting his mind.


The party managed to sneak in through the servants quarters into the manor. They avoided the sounds of people while in the house and headed deeper into the manor. There are guards posted outside of a large room but they manage to prevent a near disaster where a maid of the manor recognised Joe as Donnovan. Confirming their suspicions the maid led them to the hall where Lady Straken and her daughter, Kendral Straken were waiting.


PDF adventure – The Displaced Lord



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Storm Born

Now for the next Zine of the year I present, in single page zine format, Storm Born. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Storm Born, and that all your rolls are made with advantage.


Storm Born

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Storm Born – Created in WordPress!?

A fierce storm drove the party into the village of Askir, offering them shelter from the biting cold and rain. The village’s tavern, Jotund’s Boot, provided warmth, food, and spiced ale. Despite the welcoming atmosphere, a palpable tension filled the air, asvillagers cast anxious glances toward the windows.

The party soon learned that Askir was under siege by a mysterious wolf-like creature that struck without warning, leaving only lifeless bodies in its wake. Attempts to trap or kill the beast had failed, and hope among the villagers had dwindled. However, a survivor had returned with vital information about the creature’s lair.

As morning broke, the storm’s fury had temporarily subsided. The village elder, a weary and desperate man, summoned the party, pleading for their help to stop the creature and save the village. The elder revealed that the survivor had mentioned a landslide and a cave to the east in the valley wall, where the creature might be hiding. The adventurers, feeling the weight of the village’s hope upon them, agreed to take on the perilous mission.


As the party rushed back to Jotund’s Boot, a young teen intercepted them with urgent news that Welk Tanner had woken up. The party hurried to the leatherworking hut, where they found Welk breathing shallowly but awake, his face marked by the encounter. He recounted his harrowing experience of being hunted by a creature that moved like a wolf but was much larger and spoke in a human voice, taunting him and calling him by name. Welk described how the creature’s attacks left him dizzy, possibly from poison, and how he ultimately managed to stab it in the eye with a splintered bone before fleeing.

Welk’s story left the party with more questions than answers, revealing that the creature was intelligent, malicious, and personally tied to the villagers. The village elder, recognizing the importance of Welk’s information, cautioned the party to tread carefully, knowing the creature was not what it seemed. Despite the elder’s advice, the party knew they needed to act swiftly, even though they would ideally seek more information. Determined to protect Askir and uncover the truth, they prepared for the dangerous journey ahead, feeling the weight of unease settle over them as they left Welk’s hut.


The morning brought a brief lull in the storm but also another gruesome discovery: Welk Tanner’s body, nearly cut in half, was found despite the healer’s claim of not hearing anything during the night. The room was in chaos, the window shattered, and gore covered the healer’s tunic. With the village in panic, the elder had the healer locked away until the party could find and kill the beast. As the party ventured into the woods, a sense of dread followed them, and they soon arrived at a cave reeking of blood and death, its entrance adorned with ice like fangs.

Inside the cave, the party discovered a scene of horror: bones and broken bodies littered the ground, and an oppressive energy radiated from a twisted altar covered in glowing runes. As they approached, a hulking, twisted wolf-like creature emerged from the shadows, followed by the village elder. The elder revealed his true intentions, explaining how he had orchestrated the events to lure fresh victims to the village. His sinister plan was now clear, and the party realized they had to confront not only the creature but the malevolent elder wielding dark magic.


PDF adventure – Storm Born



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Vipers Crown

Now for the next Zine of the year I present, in single page zine format, The Vipers Crown. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, The Vipers Crown, and that all your rolls are made with advantage.


The Vipers Crown

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The Vipers Crown – Created in WordPress!?

As the party ventured towards the kingdom of Arelia ruled by Queen Emera and King Leon, the picturesque streets showcased a society where the citizens were well-fed and healthy. Cheerful guards, ever ready to assist, exemplified the kingdom’s utopian charm. Children played and studied under the watchful eyes of their guardians, painting a scene of tranquillity. However, as the party decided to call it a day and head toward their inn, the Royal Fillet, the atmosphere shifted. Ahead of them several royal guards stood around a man who stood and talked with a beautiful woman. Unlike their friendly city guard counterparts, these warriors were resolute and unwelcoming.

As they drew near one guard approached them quickly, directing them to a different route. However, they were quickly overruled as a summons by the prince interrupted the hasty conversation. The prince enhanced pleasantries and seemed proud of the kingdom his family had created. However the mood changed drastically. ‘However to support this we have to accept charitable donations from all visitors to the kingdom, a tithe of one tenth. It’s only fair that if you’re enjoying yourself and if you wish to see the children of this land flourish that you contribute to their health.’


Emerging from the storage room, the party is confronted by a dimly lit hall, its opulence palpable despite the lingering scent of blood. Muted chandeliers cast dancing shadows on the intricate wood panelling and ornate carvings, which tell tales of the castle’s royalty. The luxurious red carpet underfoot, remembered from their earlier stumble, offers a stark contrast to their recent peril. Cushioned chairs line the walls, inviting rest, though the sense of looming danger prevails.

As the party surveys the hall, they notice several doors leading to other rooms and hear faint noises, likely from Princess Ramiera’s men, indicating their ordeal is far from over.

Still suffering from snake venom, the party encountered a woman emerging from the shadows. She taunted them, saying Princess Ramiera would be disappointed they survived and warned that no help was coming, as Ramiera had started the dance. Soon, others dressed in dark clothes, the same people seen with Ramiera earlier, emerged from the other rooms, ready for a fight. One of them roared about ensuring Ramiera’s plans came to fruition and charged at the party, forcing them into a life-threatening battle once again.

As the battle reaches is climax Tuille rushes forward having heard the commotion and watches the party as they are attacked. She sees to the parties wounds and urges them to come report to their majesties.


The party burst into the hall once again causing the music to stop. As guests look at the stage of them, being led by royal guards the audience begins to gossip – believing them thieves or worse. As Tuille stands before the king, queen and prince she reports what she found, the other guards intercepting Ramiera as she was heading towards the door to leave.

The party explain, with the help of one of the surviving men of the princess, that Ramiera skillfully manipulated the nobles of Arelia to advance her plan of becoming the kingdom’s princess and redirecting its wealth to strengthen her homeland, Del’tursh, ultimately leaving Arelia vulnerable to conquest.


PDF adventure – The Vipers Crown



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dangerous Game

Now for the next Zine of the year I present, in single page zine format, Dangerous Game. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Dangerous Game, and that all your rolls are made with advantage.


Dangerous Game

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Hunters of Omelga – Created in Nightcafe.

The party trudged behind the overly eager hunters, whose fervor for a dragon hunt was palpable, as they meticulously examined every inch of the path. The party’s task was clear: escort the hunters and ensure their safety. Despite the hunters’ overzealous nature, their vigilance paid off when they discovered a blood smear resembling a humanoid – potentially an orc or hobgoblin – handprint on a tree. This discovery invigorated the hunters, and their expert tracking skills soon outpaced the party, leading them through the forest’s labyrinth of trees, rocks, and brush. Signs of distress became more prominent until they stumbled upon a gruesome scene: a blood-soaked section of moss and lichen where a human lay, gored and lifeless.

The horrifying discovery of Linden, a fellow hunter, and his apprentice’s mangled body hanging from a tree, brought the party to a chilling realization. The hunters, initially caught up in listing potential monstrous culprits, missed the tell-tale signs of foul play. The party, however, noticed the sabotaged weapons and the strange marks on the victims’ necks, indicative of poison and treachery. This was no ordinary monster attack; something far more sinister was afoot. Determined to uncover the truth, the party resolved to take this grave matter to the village council.


The walk back was tense as the hunters that were retrieved were sullen as they carried one of their own back to the village. None of them looked overly upset or concerned though over the loss of their brethren. When asked, one of them shrugged.

‘This happens from time to time, normally it’s a new hunter not someone as skilled as Linden. It must have been quite the fight to bring him and Rake down though.’ he said almost wistfully at the thought of the fight.


The council quickly grasped the party’s suspicions of murder when they were summoned. Aaron, the master hunter of Omelga, pointed out the fierce rivalry in the competition to crown the master hunter. Wisteria, an elder and herbalist, noted that the poison on the dart was commonly used among hunters. Olly and Pete suggested enlisting other hunters to help find the culprits. After a brief deliberation, Wisteria addressed the group, ready to take action.

‘These young hunters being our bate and you the hunters of the most deadly of creatures, monster hunters?’


Olly and Pete rush to bring back the Council who appear both shocked and appalled at what was revealed. Most of their hunters involved in people-hunting as a sport is not something that they were considering as an option – yet here before them scattered across the ground were the bodies to prove it.


PDF adventure – Dangerous Game



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe