The Queens Tomb

Tonight and I have created a zine, the eighth of the new year. As I still continue to play catch-up on these zines you may find one or two of them pumped out in a weekend. But regardless of that I hope you are finding the current format of this Zine useful. So without any further waiting I present, The Queens Tomb, in the same format, as a fun one-shot to assist GMs.

As always this adventure can be used system agnostic but focuses on D&D so please feel free to adjust to what ever system and the creatures you are using in your adventure! However 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 the creatures found in this adventure.

So I hope you enjoy this weeks adventure, The Queens Tomb, and that your rolls are made with advantage.


The Queens Tomb

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The Den of Thieves – Created in nightcafe.

The party had travelled as part of a caravan heading to the desert town of Thone as part of an easy job, escorting the merchant Kollen to the town so he could sell his wares and travel deeper through the trade route. But once arriving there the party were left in the dust as Kollen departed with another group of mercenaries who offered something that they didnโ€™t. Knowledge of the sands and a lower price.

Talking to the merchants in the town, and the residence they found the best place to get work in Thone was the Den of Thieves. Anyone who is looking for mercenaries goes there first and it was the easiest way that they would get paid to leave this town.ย 

The Den of Thieves was at the edge of town and guarded quite well. The Denizens of the dunes stayed away from the town due to the other fortifications and the ruthless efficiency at which the Den of Thieves dispatched those looking to make trouble.


Norturi of the Dead Sands – in Den of thieves – Created in Nightcafe.

The Party had sat down and enjoyed the remarkable iced beer that the establishment had to offer – something that a gnomish smith had created that produced a beer that was nearly as cold as ice. Sitting amongst the other occupants of the building the vast majority of them were quickly identified as being in here for their own gain. Several gangs called this place home and several nearby were boasting about their poor previous employer who they left in the sands poorer than what they found him. 

The door swung open revealing the darkening of the sky outside, the party had been in here for hours waiting for the chance of a job. The shadow at the door slunk in on nimble and experienced feet. A Tabaxi, one that had seen quite a number of things by the looks of it, stood at the door and watched the room – looking for a mark. Smiling, she slunk forward and turned just before reaching the party sitting next to the rougher group. 

After a few moments of low murmurs the woman stood and walked to the bar, grabbing a drink before turning and, for whatever reason she stalked past the group with a simple โ€œIโ€™ve changed my mind boys, sorry for my interruptionโ€ before standing in front of the party.

The rough mercenaries looked disappointed before smiling โ€œAh Lady luck will see us meet again in the future then Norturi – hopefully next time then.โ€ before leaving with a few coppers on the table as a barmen came and cleaned up the empty tankards. 

โ€œHi, Iโ€™m Norturi โ€“ a studier of ancient lore and I find myself in need of an escort to where I think a lost treasure is. What say you? Are you looking for some quick and maybe easy work?โ€


The Dead sands at night – Created in Nightcafe.

Moving ahead at night with the bright moon illuminating the dunes wasnโ€™t an issue. The party left through one of the many, many side exits of the Den of Thieves as Norturi didnโ€™t want to risk being seen as they left.

The Sand at night was cool and the party found themselves surprisingly cold – the layers of cloth that Norturi wore finally made sense to the party as they shivered in the desert cold. 

However they werenโ€™t the only ones that were walking amongst the dunes in the moonlight.


PDF adventure – The Queens Tomb



Thanks for joining me today for another Zine this year. As usual there is a lot more in the Zine than there was in the daily updates on this blog – 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

Dangerous Storage

With this week’s map having a whole room filled with vials of alchemist fire its a good night to look at dangerous storage. Now this isn’t just barrels stacked with explosives, oil or in this case alchemist fire it’s also bandoliers with vials attached, pouches or bags filled with vials of acid and alchemist fire or poison.

So let’s explore this concept and some rules around it – but first let’s sit back, grab a coffee and roll into tonight’s content.


Dangerous Storage

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A thief’s worst nightmare would be to trip and have their poison, oil and alchemist’s fire shatter within their bag. We generally don’t have many rules for this assuming that the contents of ones bag is safe – however a sweep from a stone of frost giants club could cause the vials within a pouch to shatter.

On a similar note falling hard enough, from a roof, rope or something where fall damage is included will have a chance to shatter poorly stored vials and bottles. This is really what we have to think about is that if the vial isn’t secured such in a way – like a padded box or section in the bag that has more padding, then its risk of being shattered.

So the maths behind this one is simple. For each dice for an attack or falling damage a creature with un-protected vials that scores maximum damage on the dice roll then roll a d20 and on a 11+ the vial is shattered. If there are multiple vials then randomly pick one.

This could quickly get very messy for some characters but it will promote players thinking about some of the little things. But the same thing can be applied for this week for those pesky cultists who love their vials of alchemist fire.


A small one tonight as we look forward to wrapping up this weeks adventure tomorrow. Don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cultists and Fire

Last week we had things made of wood and who, obviously, were deathly allergic to fire. This week we have cultists and fire, well cultists who use fire more accurately. There is something terrifying about fire, or being engulfed in it. So this week we have cultists who wish for nothing more than to cleanse what they believe to be rotten by fire. Someone obviously didn’t tell them that bronze dragons don’t mind the heat though – odd.

So let’s grab a coffee, sit down and let’s roll into tonight’s adventure!


Cultists and Fire

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Dragonslayer Cultist – Created in Tetra-cube

Now cultists are nothing new and this week we have both varieties. The standard cultist is an easy ‘add on’ approach to the standard stat-block giving the GM one less thing to search for in their books. Each Cultist having three vials of Alchemist fire on them means that they can lob three burning orbs of pain before they need to get a bit stabby and cutty.


Fanatic of the Dragonslayer Cult – Created in Tetra-cube.

Once again adding on the alchemist’s fire item into the stat block is nothing new but its something that makes our life a bit easier. Now the truly devout – the most twisted of these cultists will be trusted with more doses of their burning payload.


A very simple one tonight but there is more than meets the eye with this and we may have a case of quantity over quality this week. So don’t forget to come back this weekend as we explore this tabletop some more. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Basement in Yole

Not really a catchy-snappy name but a basement in Yole is just what it is, a basement in Yole. This hideout is a staging ground for some of the attacks from the Cult of the Dragonslayer and as such – the party will get to see it this week.

So instead of me giving you a walkthrough of the establishment as if I was a realtor let’s grab a coffee, sit back and roll into tonight’s adventure.


A Basement in Yole

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Yole Basement: Hidden – created in Inkarnate

Dirty wooden flooring, poor lighting and much more are the hallmarks of most lairs for cults and this week is no exception. With the main room having limited to no lighting and a secret false-wall behind a shelf there is a bit to discover here. Crates and boxes fill one half of the room which are filled with various tools and instruments that are crucial to the plans of the Cult of the Dragonslayer but the small ones are the dangerous ones. Each small box is filled with vials of alchemist fire which, as a volatile liquid goes, will mean that the tinder in this half of the room could be lethal.

Yole Basement: Base – Created in Inkarnate.

The secret door being revealed will show a few chests which are filled with support from members. The cult uses these supplies to fuel their campaign of fear and so they keep them hidden – mostly. The old rugs could hide traps under near – trip wires or bear-like traps would work well in this room however it could just be that they like a bit of luxury near their chests of coin and other wealth.


Not too many overlapping textures this week, about three, but the use of light, shadow and also tints gives the map the desired effect. Having a quick ‘make a clone’ of the map to reveal the secret room is a nice touch something quick and easy that can help describe the scene or show it for the party.


Thanks for joining me tonight for another map night. Nothing too complicated tonight for a nice small map with a bit of complexity. Don’t forget that the remaining nights this week we are expanding this adventure further so make sure to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Cult of the Dragonslayer

This week we take a sneak peek at the job offer, the complication as well as the introduction to this weeks baddie – the Cult of the Dragonslayer. It’s been a hot minute since I have done a one-shot about a cult but I find that there is something truly appealing about them. It has something for all parties, those lawful good types who want to protect the innocents that are targeted or impacted by the cult as well as the… well the murder hobos who want a legitimate excuse for engaging in their side-hobby… yeah.

Any-who let’s not look too deep into this and so let’s grab a coffee sit down and roll into tonight’s adventure.


The Cult of the Dragonslayer

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Something told the party that the red stain on the captain’s clawed gauntlet was not something from the food market outside. As he pushed into the room and undid his helmet the bronze Dragonborn, Garius, looked across the party and at Duplicity. โ€œThere is a cult in Yole. We have a location to meet a contact but we donโ€™t have their headquarters. But that is where the complexity comes in, and perhaps this is an opportune meeting that we have here.โ€ he paused as he watched the gears turn over in the lieutenants mind.

โ€œYou canโ€™t be serious, Garius. The council will never approve this.โ€ she spat as her complexion grew a deeper purple. The faint smell of sulphur wafting in the room as tension grew.

โ€œDeadly so. I need someone who can get the information I need and Tymora has granted me an adventuring party.โ€ he paused as he cut off a rebuttal from Duplicity. โ€œThey know our members, they can suspect that we know but they may not suspect outsiders to the city. They call themselves the Cult of the Dragonslayer and they will be looking for more recruits as they lost a dozen on the attack at the parade. I fear that this is just the beginning.โ€ he said as he scratched at his scales.


As the party sat next to the beggar playing three dragon Ante at a barrel near the Bearded Ent tavern. After a few hands the party produced the card that had been given to them. A Dragonslayer card which had been defaced with a symbol on its face which caused the beggar to add in a single bent copper to the ante. After a few moments the beggar stood up, swayed once and declared loudly that he was done. This was the signal the party had been waiting for and after a moment excusing themselves from the same they followed the beggar about fifty feet behind.

A few twists and turns later they found the beggar sitting on the steps of a building, his face illuminated by the pipe he was chomping on as he inhaled deeply. “You play a mean game of Ante. Do you also seek the truth of this world?” he asked, his face watching theirs with great intensity.


That’s it for tonight with more on the way the last few nights this week. Don’t forget to come back each day this week to follow along the development of this adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Clawed Captain

From last week we had the Crakenburg Carters to this week having the Clawed Captain and, some more NPCs to come. But the Captain, Garius Goldclaw is a strong and honourable man who is duty bound to serving the cities protector. But how far will he go in this servitude and will that cross a line between good and evil?

So let’s grab a coffee, sit back and roll into tonight’s adventure!


The Clawed Captain

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Captain Garius Goldclaw – Created in Artbreeder.

Garius stormed through the hallway with the witnesses in tow, smoke rising from his helmeted brow. It wasn’t a rare occurrence the guardsmen of Yole saw their captain mad but to see him literally fuming had many of them scarring out of the way. A woman in light armour appeared at his side, “the council have asked for a statement captain, they want to make sure that the streets are safe.” she began.

“Not now Duplicity, I am working on it. First we have to ensure that our one prisoner is safe and that we can collect statements from these bystanders.” Garius growled through his helmet. “I will deal with the council when I know where we stand. If you can show these adventurers to your office lieutenant I will be there shortly. I have a prisoner to have words with.” Garius showed the adventurers down a hallway while he descended the stairs to where the secure cell would be.

Duplicity – created in nightcafe.

Sighing Duplicity tried to smile towards the party as she led them down the hall. Her brighter purple armour brings out the undertones of her skin. โ€œWe are a bit busy at the moment with Boraleius not being at the parade and the attack โ€“ itโ€™s kind of rattled a few feathers so I hope you can bear with me as I ask you some questions. The Captain isnโ€™t a bad man, there is just a lot of pressure on him to have the answers for something that should never have happened.โ€ she continued, looking back towards the stairs he descended.

As they were shown to an office, a small one at that, Duplicity opened the door and showed them in. โ€œNow I need you to start at the start. What did you see, when did you see it and what happened from your point of view. I need you to be specific about what you heard and saw as well as anything else.โ€


Thanks for joining me for another night at my table top. Some gorgeous NPC artwork this week that was created using SDXL 1.0 on Nightcafe – I do recommend checking it out!. Don’t forget that we will be expanding the adventure each night this week so don’t forget to come back daily and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Dragon Parade

The City of Yole is a hot-pot of cultures, races and troubles but there is a single event that brings everyone together – the Dragon Parade. However the star of the show, an adult Bronze dragon is surprisingly missing from the parade. But more will be revealed a the week continues!

So grab a hat, find a seat and let’s stroll into tonight’s adventure!


The high defender of Yole is a metallic dragon known as Boraleius, an adult bronze dragon who has a soft spot for the city of Yole due to the vibrancy of life, the colours of its people and the wealth that it brings. However not all see eye to eye with those who express their gratitude to the dragons protection and over the last year a rise in public discourse has been noted.

But this time the yearly parade where Boraleius leads the parade through the streets is devoid of one bronze dragon. People begin to be worried and when an attack is made against those in the parade the concern turns to fear. Has their dragon protector left them? Will the city be safe for its visitors? Will the parade continue?


The Dragon Parade

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Dragon Parade in Yole – Created in Nightcafe.

The sound of the drums could be heard from streets away as the parade stormed down the main street in Yole. The Dragon parade was a way that the people of Yole celebrated their connection to the dragons as well as the diversity in their city. Much like the dragon race the city was made up of different races, different colours and different cultural backgrounds but this tapestry of life is what made Yole what it was.

As the party watched the parade, hoping to get a glimpse of the cities very own bronze dragon they were met with a disappointed hush as the start of the parade moved into view. “Where is Boraleius?” a copper scaled dragonborn asked from nearby, concern thickening her accent. The other dragonborn who were standing with her expressed similar concerns and soon the concern spread like a fire.

The parade moved on, representatives of all races walked lifting effigies of the different coloured dragons and dragonborn as they marched down the street. Soon the crowd recovered from their concern, mostly, and began cheering the parade onwards. The different actors, street performers and even the city guard who walked down the road all drew the attention of the crowd, so nearly no one other than the party noticed the group on top of the building until vials of alchemist fire rained down on the parade.

Several people started screaming instantly as the fire burnt through their clothing or oozed through the cracks in the armour of the guards. However several the Dragonborn walked through the fire, a testament to their heritage, and shot down several of the attackers with pin-point dragon breath or shots from crossbows.

As the panic in the crowd escalated a commanding voice boomed from the head of the guard, demanding calm. The crowd, largely, obeyed and soon the bodies of the attackers were lined up and the parade was quickly ushered through the street with the wounded taken to be healed.

“Did anyone see what happened? Please come and see me” the guard captain called out at those who still stood back as he began to investigate the bodies of the attackers. “Captain! We have one of them alive over here.” called one of the guards before several armoured figures walked towards the squirming prisoner.


Another week and another adventure. With a parade this weekend in my own home town I felt inspired to look at something that could go wrong and to see how I could turn it into an adventure. So don’t forget to come back each day this week as we expand further on this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

To hunt the Grag’s game

Tonight and I have created a zine, the seventh of the new year. As I still continue to play catch-up on these zines you may find one or two of them pumped out in a weekend. But regardless of that I hope you are finding the current format of this Zine useful. So without any further waiting I present, To hunt the Grag’s game, in the same format, as a fun one-shot to assist GMs.

As always this adventure can be used system agnostic but focuses on D&D so please feel free to adjust to what ever system and the creatures you are using in your adventure! However 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 the creatures found in this adventure.

So I hope you enjoy this weeks adventure, To hunt the Grag’s game, and that your rolls are made with advantage.


To hunt the Grag’s game

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Grag Town – Created in nightcafe.

The Town of Grag, not a very imaginative name as it was named after the series of stony mountains and pillars that it was built near. History would say that the mountains and jagged stony peaks were created from the ribs and shattered bones of a great and colossal creature or a god that fell in the land but none can be sure. 

The land itself is harsh, untamed and flooded with dangerous beasts and monsters – hence the township sprung up. Attracting the most foolhardy and brave of the lands hunters, the hunting lodge is the main, and only, attraction of the town. Acting as a central hub for all hunting that occurs within the Grag – the mountains and stones beyond.

Drawn here to the hunting competitions the party find themselves at the lodge, a kind of inn-come-guild hall.

The Dusty Grag Hunting Lodge – Created in Nightcafe.

Elโ€™thirnol approached the party once the rest of the hunters had left in a hurry, pulling up a chair he sat down and signalled a barmaid to bring over. โ€œI will cut to the point. Callum is a liar and risks giving the hunters of Grag Town a bad name. There are many adventurers, hunters and would-be glory seekers that are present here who could never return if and when Callums lies catch up to him. I want to pay you, in advance of course, the prize money if I can provide  guidance to you as to where the eggs would be and if you can beat that man to this prize, I will pay you again in full.โ€ the elf stated before the flask of wine was set in front of him and several other drinks that the party would enjoy. 

โ€œBut I wish to test if my instincts are correct. If you can bring me back a single beast from the Grag I will take that as proof of your worth. But time is short, if we have an accord we shall depart shortly. I have a quarry and a wager I do not wish to lose.โ€


PDF adventure – To hunt the Grag’s game



Thanks for joining me today for another Zine this year. As usual there is a lot more in the Zine than there was in the daily updates on this blog – 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

2024 Campaign Adventure 10

Good evening all and welcome to the Tenth day of adventuring for my party. While I will endeavour to not give away the campaign, adventure or plot moving forward (in case my party read these updates!) I will attempt to write up each adventure this year continuing with my 2024 campaign adventure 10 – continuing on from the 2023 adventure.

This is a continuation from 2023 Campaign adventure 9 as the party continues on their first mission as members of the investigation of the strange creatures in these lands.

2024 Campaign Adventure 10

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Plot:

Daybreak

The party started with a humble meal of cured pork, bacon, and bread as they geared up to face the cold outside of the Inn. As they bid farewell to Daryll at the Snowtown Inn, and its newly fixed door they head towards the witches hut again to see if their assumption was correct. Crunching through the snow the new day held promise of snow, funnily enough for Snowtown, but it was still sunny enough that the hoard of snowmen that waited in the shade of the trees for them to be foolish enough to enter the tree line.

However Kai began to cast Toll the Dead and as the snowmen began to drop as the party moved on the snowmen crept deeper into the wood outside of the range of the spell. Reaching the old witches hut they asked Armaeth to scout out the old Willow tree in the forest and to look for a path towards it where they didn’t have to wade through the snowmen. While the fairy was gone they confirmed, as best to their knowledge, that the willow wood they burnt and turned to charcoal yesterday was the same as the ones they found in the hut which they believed was used for rituals for creating snowmen.

When they waited long enough a shriek for help sounded from outside. Rushing out they saw that Armaeth was being chased by a giant snowy owl. Quickly thinking they dispatched it with a crossbow bolt and a well placed hand-axe. After retrieving what they could, the axe and a single bolt, they found out from Armaeth’s scouting that there was a way to the tree that had been cleared from the forest.

The Willow Tree, The Bear and the Fight

Walking to the tree wasn’t a difficult task but it was made more tiresome from the thick snow and increasing slope to the hill. Eventually making it to where a path was cleared to the Willow tree they investigated the area – looking for clues to Aster or the source of the snowmen. After much investigation, and Kai talking to the woods, Tater discovered large booted footprints, much larger than a normal humans, as well as large beast pawprints. Following these from the Willow tree, where it looked like several straight limbs were removed carefully, they found that the tracks lead upwards towards the Goliaths sacred hill, the hut and the quarry.

Walking in the path of the two monstrously large tracks that head up the path they eventually spotted the hut. Approaching it carefully, with a sanctuary spell ready to be cast, they were shocked to see a very obedient large polar bear sitting next to the hut with a small covering in snow. A booming voice called for Kirilla – the bear responded, and a nine foot Goliath exited the hut to talk to the party.

The Goliath discussed the odd occurrences that were happening and that their tribe was currently recovering from a heated encounter with the snow-abominations at the ancient Quarry. Asking if they could get assistance from the Large man, Gordak, he deferred to Felicia – the Chiefs daughter and his current hunt-leader. Felicia then appeared, as if summoned, to dissuade and reinforce that the party was not allowed in their village – as it was sacred to their kind.

Instead they brokered for two things – an escort and guide to the quarry (where they suspect they will find Astra and the source of the snowmen) and, more importantly, Tater won a brawl with the Goliath. After only two rounds of beating the Goliath – and dealing a few good blows himself, Tater was knocked unconscious by his towering foe. With some healing they sat down to a meagre stew that was made from venison the goliaths hunted as well as vegetables that Tater offering as a barter for the guide to the quarry.

The Quarry

Moving from here, and discussing landmarks and history of the area the party eventually came across the Ancient Snowtown Quarry. The goliaths let them wander in but stood watchful to see if they could best what a hunting party could manage. As Kai, Groku, Armaeth (hiding in Taters beard) and Tater stalked through the quarry around the trees, rocks and mounds of snow a ill-timed slip from Groku caused human sized constructs to rise from the snow and attack ferociously.

The battle was ferocious as four Snowcraft Guardians attacked the party. Tater managed to down them by sacrificing accuracy for power, but he was quickly surrounded by three of these constructs. Eventually their club like fists slammed and razor sharp ice-claws cut Tater until he was within an inch of his life. However Kai, who was heroically casting Toll the Dead from a ‘tactical’ range engaged in the melee and healed Tater – saving his life. But the battle was not over and Groku also suffered several wounds.

As the last guardian fell one of the now dying cores began to inch its way towards the cavern – the cave in below the cavern where a now-frozen waterfall had cut its way through the stone and snow and revealed a cavern below. After receiving a salute from the Goliaths the party collapsed from exhaustion and prepared for the next step in their adventure.


Creatures:


Terrain / Maps

The below have been created to be printed on an A4 sheet of paper. This creates a cheap and effective way to give depth and scale to players while not taking away from the tactical view of the game.

Main NPCs:

Gordak – Goliath Warrior
Felicia Stonefist

Sidekicks

Armaeth
Groku

Thanks for joining me tonight for a hybrid of the continuation of my campaign as well as the seasonal adventure for my group! (last-last years Dice-ember one-shot). Don’t forget to come back again tomorrow for more content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ironwood Assassins

The Ironwood is a place that is filled with life, both flora and fauna but none are more deadly than the Ironwood Assassins. These plants inhabit much of the forest but due to the amount of food amongst the trees and bushes they don’t eat so often. Unlucky for the party and their new companions as its feeding time!

So let’s keep our ears and eyes out for these assassins. Start off by grabbing a coffee, sit down and let’s roll into tonight’s adventure!


Ironwood Assassins

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Irowood Vine – Created in Tetra-cube

The ironwood vine is a stealthy opponent. When it’s not rushing its tentacles forward to strangle its prey it looks like any other vine or bush in the forest. It can go months without eating, depending on its last meal of course, but as soon as it realises it needs food it is a voracious and non-fussy predator.

The sound of rushing, slithering vines is the first thing that its prey hears before vines constrict them, strangling and slowly digesting them with fluids that aid in digestion. But they are just a plant after all. By pulling its plant base and step forward it can move slowly but always towards where its starting to digest its prey. It doesn’t move as long as there is life in the creature it has entangled and for this reason its difficult to pinpoint.


Awakened Tree – Created in Tetra-cube.

The larger assassin of the forest is a sentinel from the druids. The awakened tree protects the forest based on its creators wishes and its able to understand language but it will rarely be convinced or swayed from its duty. Otherwise indistinguishable from other trees nearby it smashes down upon its prey when they are within range of its branches. Strong and resilient bark resists arrows and clubs but, like most plants, fire will make short work of it.


Now that’s all we have for tonight’s update on the Ironwood assassins, for now. So don’t forget to join me the next few nights as we wrap up this week, and catch up on a week in the past. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe