Missing Luggage

This week we have missing luggage causing a fuss in the city of Karaol. However this is no ordinary missing suitcase of a noblewoman’s fine clothes this luggage, a bag in question, is a prison for a demonic army and the seals are wearing thin. It starts off as any normal adventure would, a tavern, a quest and a urgent plea for help from a trusted peer.

Well don’t just sit there, grab a coffee to go, scoop up your bed rolls and let’s rush off to find this bag!


Theft in the city of Karaol has the party searching for the thieves responsible for stealing another adventurer’s bag, the contents of the bag? A prison to a legion of demons. The party needs to find the saddlebag and return it to their fellow adventurer before it’s too late.

However the thief is not someone they would expect, it is likely the last person they would expect and they have unknowingly taken the bag. Will the party locate the bag of imprisonment before the bag’s content spills forth and destroys Karaol.


Missing Luggage

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Missing Luggage – created from images created in Nightcafe Here and Here.

The party waved farewell to Bruce, the half-orc tavern keeper who always had a room for them in Karoal as they left towards to the stables to retrieve the horses they would need for their journey. Birds sang out above them as they made good time down the streets, they were well known by now by the people in the city their good deeds having spread out far and wide by now.

As they approached Tudric, the stablemaster he waved them over to several fine horses. “Ah my friends, good morning. I had a feeling that you would be joining me early today so I have fed and watered the horses that you requested. I have all your saddlebags ready to go and on the horses with a feed back each to ensure good travel and healthy beasts.” he smiled and clasped their hands firmly. “It’s the least I could do after you rescued my daughter all those months ago.” he added referring to a previous adventure they had taken.

As they checked over their horses, and moving some saddlebags around to ensure they were grouped correctly, they started to head towards the city gate after paying and bidding farewell to Tudric and his daughter. As they neared the gate out of the city the sound of thundering hoofbeats caught up to them. It was Bruce, from the tavern. “Thank the gods that I caught up with you. Fylaine has called for aid, she is missing an artefact and believes its been stolen. If you can spare a day or two to help find out the guild and church won’t forget your assistance.” he blurted out before breathing hard.

Upon returning to the Tavern, the Three Fingered Drake Fylaine, a famous paladin from both the church and the major adventuring guild, was present. “Thank you for coming back to my aid.” she began looking worried. “I am missing the Prison of Gesig, a modified bag of holding that I was transporting to the church of Selune to complete the re-sealing rites.” she looked around the room ensuring that the tavern was empty.

“It’s a prison, one that holds a small legion of demons that was trapped in an ageless slumber several centuries ago. When I went to check that the bag was still where I left it I found that the bag had been replaced. It looks like a normal leather bag but its clasp is that of a brown bear.” she stopped to look from one to the other. “I have asked the guards to check the bags of those leaving the city since early this morning and when Bruce told me you were on your way out on a quest I wondered if I could broker your aid to search for the bag.”

“It’s extremely valuable to the wrong people and in the right peoples hands it would’ve been re-sealed and dormant for the next few years. However, the seal only has a week at best left before its fully broken. A quasit broke out of the bag on the way to Karoal and I suspect that it was lucky to shake off he charms that are present on the bag. Will you help me find the prison before we have a legion of demons loose in the city? The church is aware and are searching for it bug, they can only tell that its in the city and have not been able to pin-point its location yet.”


Thanks for joining me again for another week of adventure. Number 37 this week and it’s going to be a change of pace where its not quite as it seems. So to find out more and keep up to date don’t forget to come back each night this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Stained City

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think its still working well so without any further waiting I present The Stained City, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legends RPG, D&D or any other RPG System.

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 Stained City, and that your rolls are made with advantage.


The Stained city

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The Stained City – Created in Nightcafe.

The Red Robin in is a lively establishment at the heart of Olorus, The Stained City. Once a city of honourable nights and proud people, it declined with the departure of the royal family and the rise of the merchant elite who assumed control over the city. After which their focus on commerce and pushing the city forwards to gain more renown, wealth and power caused rifts to appear in the demographics as the people began to mirror the desire of those in power.ย 

With so many people focused on power and wealth, gangs sprung up in the city and started to fight for power on the streets. The blood from these gang wars gave the city its name, The Stained City.ย 

The party had been to the Red Robin several times before many years ago for various jobs. On this occasion one of their old acquaintances, a man known as โ€œMimsโ€ was drunk and dancing on the table. When he noticed the party he recalled the times they had together fondly and shared his ale with them. However it was not long until he asked them for a favour, and it was a big one.


The party gets to work by watching the local guard to understand their numbers, movement and anything else that they could gain benefit from. They tend to blend in well and no one wants to bother them after they witness a heated dispute with the party as a small number of thieves try to rob them. This earns them a curious nod from the guard, thanks and an introduction to Alistare Guzo, the captain of this part of the city guard. He asked them to keep an eye out for anything suspicious as they had a large number of attempted burglaries lately and they suspected it would continue for another few days, when the local church of Tyr would be removing a particularly cursed item.

The party says farewell to Alistare and hangs back as he meets with a few other guards and strolls off. However they notice a man who is either pretending to be drunk or very much so who watches and follows Alistare and his group for a few blocks before disappearing into an alley.


PDF adventure – The Stained City



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Avatar of the Storm

The Avatar of the storm, the embodiment of natures wrath and its anger at humanity. Sadly in its wrath it has chosen to seek out the greatest population of civilisation to meet out its judgement against those who stood against nature. However it’s the executioner, not the judge.

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


Avatar of the Storm

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The Avatar of the Storm takes the form of something pure and innocent, normally a large herbivore which has given the power of the storms that surround it. Able to control these storms it can summon down bolts of lightning to strike its foe and if its threatened, it will smash through it with its massive feed. In this case the Avatar of the Storm is a massive deer with lightning that surges through its horns, the fur around its neck and even through its hooves.

The creature is not malicious or evil but its called to the places where humans gather so that the storm it brings can. However the driver of the storm is quite a the opposite and harbours a deep resentment for people and civilisation in general

Avatar of the Storm – created in Tetra-cube

Quite a big creature this week and something that should be difficult to take down. However, as always there is normally more to these encounters that meet the eye and there may be several smaller encounters before we reach the main on this week. Don’t forget to come back over the weekend for the zine as well as something more tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Plentura Plain

The area outside the great walled city of Plentura was aptly named, Plentura Plain… yeah not an overly imaginative folk but it does describe the area well. Either the site of battle against a massive creature or, something else, this week it could be a big one.

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


Plentura Plain

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Plentura Plain – Created in Inkarnate

The plain is riddled with craters where the lightning has struck and churned through the earth. Trees, rocks and bushes are scattered across the field and normally feed and shelter the animals in the plain. The craters are several feet deep enough to provide some cover if people were to hide in there but the soil is loose and getting out of these depressions may be harder than getting in.


This map has four different layers to create the grassy texture for where our players will be marching over. The craters are inverted hills which gives a bit of depth to the battlefield. Several rocks support the chance to have bushes that aren’t out in the open and little sanctuaries for critters or people to hide within.

Most items have some level of transparency to ensure that they blend in well with the background. The rocks tend to sit on top of the field rather than sitting within like they should and so they were a focus tonight.


Thanks for joining me for another more traditional map night tonight. Don’t forget to join me again tomorrow for the encounter for this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Storm Beast

As the party watch from a far the true cause of the storms unnatural tenacity is revealed, perhaps. A creature born from the storm, the storm beast, walking steadily against the gale its presence has created as it moves towards Plentura.

So let’s grab a coffee, buckle up and let’s go storm chasing!


The Storm Beast

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The Storm beast- created in Nightcafe.

The party watched from the city wall with the other guards as they huddled against the ramparts. The wind was growing to a gale now, causing debris and dust to whip at the exposed skin of those watching the cause of their kings ire.

As they party watched the storm looking for something that would tell them that the could silence the storm, their frustration only grew. The mages of the court had told them that attempts to banish the storm with magic had failed and soldiers had a worse time. Nothing had come up as a way to silence the storm and as it grew closer to the city and its path remained true the likelihood of them failing was rising now.

However, as they watched the storm the lightning that struck the ground did something odd. The blue bolts of lightning hit in a similar spot and the point was travelling in a constant line towards the city. Rushing towards one of the nearby towers where a large telescope was housed. The older elven woman who operated the telescope grumbled as she realigned the great construction within the tower to point where the party had indicated.

Looking through the eye peace it took a few moments before they were able to get the device to focus on the point that they needed it to. There, at the centre of the storm was a giant creature, a deer that buzzed with lightning and was surrounded by a constant shield of wind and debris. Blue lightning moved across its antlers and the fur around its neck as it strode forward. The problem with the creature wasn’t its presence but was also its size as it towered above trees, taller than many giants they had seen.

The party had found a plausible way that they could silence the storm, now they just had to work out how they could achieve it.


Thanks for joining me tonight to expand this weeks adventure further. Don’t forget to come back each day this week to stay up to date with this weeks content as I continue to evolve it further. So don’t forget to come back each night and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mad King Foranen

The Mad king Foranen has slowly lost his mind over the years and despite his mind slipping his physical health has been augmented by charms and prayers that his devout followers have bestowed upon him. Not all longevity is consequence free it seems and in his later years his mind has darkened further. Thinking himself more powerful than the gods he is quick to silence the members of the church and those who use reason against his orders.

Let’s approach this one cautiously, grab a coffee to go and let’s walk down the isle of tonight’s adventure!


Mad King Foranen

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Mad King Foranen – Created in Nightcafe.

As the adventurers cautiously step into the grand hall, their eyes widen at what lays before them. Tall Gothic arches stretch towards the ceiling high above, and vibrant stained glass windows cast a tapestry of colours across the marble floor and wooden furniture. The air is thick with an eerie silence, broken only by the soft clinking of their armour and the guards who accompany them to see King Foranen.

At the far end of the hall, seated upon a magnificent ornate throne is the mad king Foranen. His luxurious royal robe, a blend of deep blue and shimmering gold, drapes elegantly over the throneโ€™s armrests. The intricate patterns and embellishments on his attire speak of a once-great ruler, now lost to the depths of madness. His crown, adorned with precious gemstones, glints in the filtered sunlight as he smiles up at them.

“Are these the people? my champions who will fight the storm for me?” he asks

The kingโ€™s eyes, wild and unpredictable, dart between the adventurers. His expression is a mix of regal authority and untamed unpredictability. He leans forward slightly, as if to better scrutinize the newcomers, his fingers tapping rhythmically on the throneโ€™s armrest.

“Well I don’t have forever, hurry them up. If my gold is not good enough for these adventurers, like the last, then send them on the way. A visit to the dungeon to learn some humility would be in order!” King Foranen calls out as he becomes more agitated.

The adventurers exchange uneasy glances, each silently questioning the wisdom of this encounter. The tension in the room is palpable, a stark contrast to the beautiful, almost serene light patterns dancing on the floor. They know that this meeting could either lead to valuable information or plunge them into very real danger.

Thanks for joining me tonight to find out more about the mad king and his request. Don’t forget to come back each day this week as I continue to expand the adventure here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Raging Storm

This week the adventure takes a dangerous and wild turn as the raging storm that started in the sea has made landfall and continues to rage across the land beyond. However, it does not act like other storms and has moved straight inland and towards a major city.

With a unprecedented disaster coming towards the party what can they hope to do? So let’s grab a coffee, read up on our nature books and let’s go storm chasing in tonight’s adventure!


As a massive storm system targets large cities the king has decreed a war against nature. However it not as easily done as said and the storm rages on despite the best effort of his court mages and clerics. Surely a broader call for aid not will produce heroes that can turn a blade even against the heavens themselves?

But as the call goes out the storm shows no sign in slowing down as it approaches Plentura, the great walled bastion. Will the adventurers, the heroes that have been called to point their blade towards the heavens themselves have a chance at cutting down the storm itself or will the real enemy show its face in time, something more tangible and mortal.


The Raging Storm

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The Raging Storm – created in Nightcafe.

The wind was the first sign that something was wrong. A gale blue across the plains causing the stalks of wheat to bend and twist as the wind snatched at the grains and leaf. The animals moved hurriedly towards what ever shelters they could find, several retreating to the safety of the trees and some to the barns, stables and shelters that the humans had built for them.

However the wind pulled at the trees and lashed out at the structures that had been build upon the land. Thatching and tiles where ripped from the roof in a moment as the wind washed over them. But the wind merely heralded the true storm. The first of the hail stones hit upon stone, mountain and earth but their allies smashed through crop, trees and structure leaving a great rift of destruction that spread across the land.

In its path after the hail and rain had passed were the survivors and the wounded. The hail had reached the size of fists and had bludgeoned many to death as it had crashed through. Those who had sought shelter deeper in residence or mountains were spared the bludgeoning but the water rose quickly and they not had to worry about being to deep.

The wind had picked up again blowing the storm towards the capital, Plentura, and the raging storm was showing no signs of slowing down. Soon messengers of both beast and man were arriving in the capital and warning of the storm approaching. Word spread to the mad king of the plight of his subjects and in his wrath he declared war against the storm. Calling his knights, vassals and mages to go lay waste to the storm and to strike it down for defiling his country he truly expected to be sated.

However when the knights returned bruised and bludgeoned and the mages exhausted it seemed defeating natures judgement, this raging storm was going to be no task his mere subjects could hope to achieve. He sent out for word for adventurers needed for an urgent quest, a reward, ten thousand gold pieces for those who could slay the beast that was stalking his lands. Many arrived and quickly left unwilling or, more than likely, unable to take the job of besting the storm.

However there were a few who claimed they could do it.


A big one this week inspired by the current wild weather that my home state is going through at the moment. Turning a blade against nature never quite works well but this week we have stepped it up a notch to signal spring in for this month. So don’t forget to come back each day this week as we expand this adventure daily. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Echoes of Desmodus

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think its still working well so without any further waiting I present Echoes of Desmodus, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legends RPG, D&D or any other RPG System.

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, Echoes of Desmodus, and that your rolls are made with advantage.


Echoes of Desmodus

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Echoes of Desmodus – Created in Nightcafe.

The party makes for the barracks to look for information, or provide what they have seen to claim the reward. As they wait for their turn they witness a determined guard Captain, Kat, as she walks out after questioning a familiar face, Jayce Stonecliff, who they have heard performing at the inn they were staying at, the Mullberry Inn. โ€œThanks for your information, we will consider looking for these short-folk or children when searching for these wretches. Donโ€™t leave Desmodus so I can come find you… If I have further questions that isโ€ Katiana blurted out.ย 


Captain Katiana hires the party to help her find those responsible for the destruction of the ancient ruins. She gets them listening to people performing at Inns across the town to see if they recognise anyone and particularly looking out for gnomes, halfling or children who are performing. They search late into the night and are offered free lodgings in the Blue Juniper, a fancy inn which is known for its food and customer service. In the morning they hear the ear splitting crack as something hard, heavy and likely huge hits the ground nearby.


Amalgamated Hulk – Created in tetra-cube.

As the party struck down anotherย  husk zombie fell to the ground a vortex of magic appeared above where the inn would have been. A orb of magical energy formed as debris from the inn and the tower to Selune flew to form a shell around it. Within heartbeats a form started to take shape as both fallen bodies and the still moving forms of the undead that had been brought to life from the magic also joined the debris.The swelled until it was a glowing chaotic red-purple within the centre of the undead construct which began to lumber forward. Each step sent shockwaves out towards those standing against it and caused tiles from nearby roofs to fall down upon those still foolish enough to be standing on the streets.


PDF adventure – Echoes of Desmodus



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Silver Sparrows Curse

This week we look at the Silver Sparrows Curse, more to the point the cursed object that was brought into the hall of the Silver Sparrows guild. This item as well as providing glimpses of the buried past also corrupts the area in which it rests and forces other discontented spirits into the material plane to do its bidding. Or so it is thought to do so.

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


Silver Sparrows Curse

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The Animated Tome lays in wait and appears to provide the holder, or those around it, with knowledge that benefits them. However what it seeks is a place of significance where it can harness the latent and residual magical energies nearby to bring other malicious spirits who are yet to pass on into the plane of existence and to, hopefully, create more latent magic so it can feed. Once fed these animated items normally try to rip its own spirit out of the book it resides in to live once more.

Animated Tome – created in Tetra-cube

The animated tomes greatest ability is the locus of animation where the cursed book can bring other objects to life to protect it, and more importantly, hopefully coax more magic to be used in order for it to harness. Unless this time it will lay inert and wait for the animated objects to either bludgeon its targets to death or create more after its regained some of its magical strength.

Animated Object – created in Tetra-cube
Animated Armor – created in Tetra-cube

A fun one this week where the main creature isn’t something that attacks you directly but one that creates creatures to fight on its behalf. Don’t forget that we have more nights to come for this weeks adventure with this week ending in the creation of the end of week Zine. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Silver Sparrows Guild Hall

The Silver Sparrows Guild Hall started off as a back room in a tavern, now its a bustling place where messengers come to take a load off, rest their feat and stay a night, or two. It’s become a known establishment where people also will stay, if they are liked well enough by the guild, and rarely does anything go astray or wrong while within the walls.

For a while we have had encounter maps but this week I wanted to change it up a bit. This week we’re going back to theatre of the mind! So let’s sit back, grab a warm coffee (or something stronger) and rest up in the Silver Sparrows Guild Hall!


Silver Sparrows Guild Hall

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Silver Sparrows Guild Hall – Created in Nightcafe

The hall itself is more than 90 feet deep and sixty feet wide with several small rooms up stairs used for guild members, or guests, to rest for the night. Down stairs a small bar services dozens of tables who have the luxury of comfortable stools and chairs at well made tables.

It is well lit with expensively crafted windows that sing of the guilds prosperity and renown. There mezzanine above the general hall has smaller more intimate chairs where people could discuss business with clients or each other if they wanted to have a more private word.

However unlike the other rooms and seats on the raised section of the hall the guild masters office is located by itself. For a long time it was always open with no door to allow messengers and clients to directly approach the guild master with requests. Recently the door was reinstated and only those with appointments can see the guild master, a mean-eyed assistant stops people who are not on the list at a little desk and chair near the entrance to the guild master.

The guild masters room does however share a walkway that loops around to the other side of the building so its not hard to move around the second level. To get between the two layers, normally, you could take the stairs located at the sides of the long hall to the alternate layer.


Thanks for joining me for different map night this week with theatre of the mind really taking over for this weeks encounter. Don’t forget to join me again tomorrow for the encounter and, as always, don’t forget to roll with advantage,
The Brazen Wolfe