The Village of Forescythe

Welcome to another night where I am wrapping up the end of the year and tonight I am presenting the village of Forescythe, a sleepy little farming town that has had some bad luck of late. Inspirited by one of the one shots I put my “One-shot adventure crew” through adventure had a bit of it all – but tonight I am only providing you the map to use as you see fit.

The Village of Forescythe

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Forescythe Village – created in Inkarnate

The running river that comes from the mountains to the north of Forescythe provides nearly everything the village needs to keep producing crops. The forest itself is rich in good quality timber but they only use what they need to and have plenty of land to the south for their farms. The mountains do however hold several caves that were cleared out a few decades back from a rather unfriendly family of ogors that used to cause havoc for the townsfolk but there has been peace for years. Until recently.

Rumours fly about the superstitious farmers about what is causing their live stock, tools and supplies to go missing. A group of bandits is rumoured to plague the forest and those that travel through. The rival village of Wickswitch, about half a days travel on the other side of the mountains, is also thought to be behind the misfortune. Even reports of a giant that has been seen crashing through the trees during the night of the full moon. All of these requests have been escalated to the guilds, mercenaries and inns in hope of attracting a group to investigate and finally a put an end to their bad luck.


An example of the “all roads lead to Rome” approach where all the stories are related but not quite the truth. But this adventure is a fun one with even a deeper mystery to uncover that, hopefully, will leave the party wanting to come back later. It also teaches them that sometimes combat and brute force isn’t the best option, sometimes a hasty retreat is best. But more on that another time. Don’t forget to come back the last few nights of the year and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

What Happens on the Road

Welcome to a bit of a filler tonight but with good intention as I look at the previous fifty-two weeks of content and try to imagine what happens on the road for the parties in the next year. The theme of this blog has changed from a bombardment of options for Plots, NPCs, Hooks, Locations and Encounters which was shortlisted into a single adventure to be crafted on the weekend. This then evolved to a single campaign that was driven over the space of a year with, quite overly detailed write-ups and to what it is now.

Every week brings an adventure and one-shots seem to be the calling that I have settled on. But I believe that all my one-shots can be weaved into a campaign by using your own NPCs and by modifying the Plot, Hooks, Locations and even Encounters to really tailor it to your own. However, a few of my One-shots don’t even need that and they can be used right out of the Zine and into your campaigns.

Now to get the one-shots to this format I have to keep it simple and provide guiding but not defining moments and encounters. This gives the DM/GM more control over how they integrate it for their party but makes it less accessible for new hosts of the game to pick up one of my Zines and use it as their first adventure. This is something I wish to remedy in the new year but it may take me some time to work out how – as to write a Zine each week is quite time intensive (between 10 to 14 hours depending on the content). Where the daily update is shorter there is normally more fleshing out that happens in the Zine – and sometimes even well fleshed out Daily updates get a boost in content in the Zine as well!

But enough on my rambling. Tonight I wanted to look at some quick hooks that can be interjected into any campaign to throw the party into a memorable one shot.

What Happens on the Road

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The invasion

What I will dub the “invasion” secondary hook or twist for this blog post is becoming more popular these days. Simply put it is the party coming into contact with a hostile force at the right time and right place.

The party had been traveling along the road at the south of the kingdom along a road that was seldom used. This road would see them leave the dense forest at the guarded checkpoint into the neighbouring kingdom where they had to deliver a sealed letter. The checkpoint was one of two regulated crossing points where the residents of the two kingdoms could cross over legally and safely. The wilderness between the two kingdoms was rumoured to be the territory of a particularly foul and territorial black dragon. However, luckily, it was extremely lazy and rarely left the large swamp that lay between the two kingdoms.

This created a natural barrier to people who wanted to cross over which the kingdoms seemed happy about as there were taxes in crossing into the neighbouring lands. The road they were on skirted the known edge of the dragons territory and had been used for decades as a way to and from the checkpoints and into the various parts of the kingdom.

The party pushed on their horses keeping a fast pace and making good time but the party were beginning to become increasingly alert and cautious. The horses were anxious and it had been some time since they had last seen wildlife that normally filled these woods. Thinking back it had been days since they had seen any sign of game and even the birds and smaller creatures were decreasing in sightings at a quick pace. Suddenly the party stopped, their forward scout signalling that something had been found. Alert and cautious the party moved up to reveal that around the bend and in a small gully a small tent-city had been created.

Dozens of men; hundreds even, could be seen moving between the tents and slowly packing supplies into bags as they mustered around a large central pavilion. Each of the men and women, humans and other races bore the colours of the kingdom they were heading towards and they were each dressed for combat. With a sinking feeling the party realised that they had stumbled upon what appeared to be either the forward advance or the rear guard of the kingdoms royal army. As they watched on the ground shook as a large adult black dragon pulled itself through the trees, its horns tearing bushes from the grounds and shredding branches on the trees.

A sturdy looking dragonborn with black scales strode forward and bowed to the dragon. “Everything is going as planned. With our forces invading the forest and moving up soon we will be out of your way as promised Garvelorgn.” the dragonborn said reverence.

“Good. And as soon as you are gone I can begin to expand my territory. Your sorcerer had correctly guessed that I was planning to take over these lands. Your promise of land and a new hunting ground is just consequential” the black dragon, Garvelorgn, said with a puff of green smoke from its nostrils. “Are you sure your force is big enough? I couldn’t help but notice that there wasn’t many amongst your ranks?” The dragon teased.

“The Black Talon is the strongest assault force in the continent. Despite our fewer number our strength comes from that idiot king and his pathetic nations lack of awareness of what happens in his own lands. Once he knows we are there it will be too late and he will be at our mercy” the dragon born said and several other warriors amongst the forest camp called out in support.


The Old friend

Now the old friend is a more situational one that is tailored to a “Find the source of the trouble and silence them”, or “Rob this wagon – it will be laden with gold” or “escort the prince, there is a rumour that there are people after him so be alert” type of mission. This is where the Party, or a member in the party, know the antagonist and have to come to grips with their old friend being the source of their work. But although it’s more sorted to these kinds of situations/quests it can work elsewhere.

The party checked the map in front of them making sure that they had the right address. Surely enough they were looking at the correct wagon that was parked in an alleyway with a draft horse harnessed to the front. Sneaking across the street they slowly approached the animal and the druid placed a hand upon its muzzle and the horse quickly went back to standing still.

Moving around the side of the wagon they found the door locked, but nothing their thief couldn’t handle. With a deft hand the lock was open and the door was slowly opening. Looking in the dark interior the bard called out a dancing mote of light to fill the interior. A few comfortable seats, curtains on the windows and a cushion one one of the two benches greeted them. Stepping into the wagon the bard and the thief began to look around. Having some advance intel that there was a hidden compartment that held what they were looking for they began searching for latches, buttons or nooks that would hold what they were searching for.

The warrior of the group kept a watch out as the druid, in the form of a tabby cat scouted around for an exit route. The warrior looked at the building they were next to. “Pinot and Stubbs” read the sign. She frowned as one of the names on the sign brought back memories from a lifetime ago.

Lost in her memories she heard too late as the door opened next to her and she turned too slowly to warn her allies within the wagon. “Arh!,” a woman’s voice shrieked as she saw the cloaked and armed figure in the alley. But the lantern in her hand did a fantastic job at revealing the warriors face. “Oh you scared me. What do you wan… Is that you Fiona? Fi?” the voice asked. “It can’t be you, surely. I haven’t seen you since we were both at the Orphanage. It’s me Pinot.” said the halfling in front of her.

A noise from the wagon drew the attention of the now smiling woman in front of her. “Wait.. Actually what are you doing here next to my shop, in the middle of the night next to my wagon?”


Either one of these two types of hooks could bring a added level of adventure to your session. Keeping the same theme you can quickly tie in a one-shot to something mundane, like travelling through a forest, or expand upon a easy snatch and grab – like stealing Pinots secreted chest. What ever the adventure is there are always avenues to include something different, a side quest, a tangent if you will. I add in more one-shots than I care to admit to doing but some of these feel much more rewarding and produce the biggest thrills for my party.

But that’s where we will have to end tonight. Don’t forget to come back for the rest of the days this week as we explore a bit more, learn a bit more and reflect on the last year. If you haven’t already don’t forget to check out my seasonal adventure, Mischief and Merrymaking, and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Whistling Rocks

Tonight I bring to you an improved, new format One-shot adventure, The Whistling Rocks. This adventure has been covered before, some time ago now, but it still a favourite of mine when it comes to quick, easy One-shots that can fill a travelling gap for your party. If you want to have a look at the older format check out Whistling rocks in the Town of Starfall (quite a mouthful of a title).

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 Dice-embers adventure: The Whistling Rocks. There week is different where all the content is within the Zine and nearly none of it was revealed in the prior week! So if you want to run this adventure you will need to download the pdf!


The Whistling Rocks

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Starfall Farms – created in Nightcafe.

The Town of Starfall was a small farming town that was slowly growing to be something of a supply line hub between the southern and northern part of a growing empire. Conflict in the north had demanded more food to be produced and the town of Starfall was optimally placed to get the freshest food to the front lines. 

A great agricultural surge had seen the creation of a dozen more farms and the clearing of hundreds of trees from the Deepwood forest. 

However their expansion was frowned upon and something had gone amiss.  A request for arms had been given to a travelling merchant who had connections a town or two over. That was 2 days ago and they were expecting the supplies any day now.

Mid-morning the following day a cart, the same one of the merchants they had requested aid from, came into town with not weapons but adventurers, our Party. Will they uncover the cause of the trouble? Smooth over tensions with a local Elven population or tip the balance of power to a shift of outright conflict with the tree loving people.


PDF adventure – The Whistling Rocks



Thanks for visiting for a surprise Zine night! Don’t forget to come back for more content over the next few days, perhaps a few more surprise Zines’ or adventure posts. Looking back at the old way I used to structure my adventures, and the lower quality control I had back then, I like to think I have improved in what I produce now. But do let me know if you have any feedback as that is how we all grow and level up in our own ways.

And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Adventure: Mischief and Merrymaking

Tonight I bring to you the Dice-ember One-shot adventure: Mischief and Merrymaking, for your entertainment and as the only gift I can give the readers of this blog. 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 Dice-embers adventure: Mischief and Merrymaking. There week is different where all the content is within the Zine and nearly none of it was revealed in the prior week! So if you want to run this adventure you will need to download the pdf!


Adventure: Mischief and Merrymaking

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Rimeglenn was a city that had been built at the edge of civilisation and typical to most frontier cities it had a rocky history with the neighbours. But with the establishment of the Rimeguard an era of safety and comfort had spread through the city.
However even the warrior-guard that called the city home could not protect it during the colder months. When the cold winds blew down from the forest; home to the ancient elven tribes, the season of mischief began and the guard, its people and all that called the walled city home had to endure weeks of theft, pranks and practical jokes.

A large bounty had been placed on the culprits responsible for the chaos that the season brought and every year, for the past seven years the bounty had increased to a sum that would fund a small kingdom for, well at least a few months.

But the trouble that plagued the city was not well known as the city benefited from trade and visitors to the city. If they knew about the troubles that happened during the depths of winter then it could put the cities livelihood at risk.


PDF adventure – Mischief and Merrymaking



Thanks for joining me this festive season for the yearly Dice-ember adventure! This marks the second Dice-ember Zine that has been created (the first being the Snowmen of Snowtown). Thank you for sticking with me as I have changed the format and continued on this personal project to post every day of the year.

With a few more days left in this year I want to wish you advantage on all skill checks and saving throws this season so that you can enjoy the time you have with your loved ones. A final Merry Chirstmas, happy holidays and best wishes and may you not forget to set aside some time for relaxation and merriment.

And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Driven to Mischief

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

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

Driven to Mischief

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

Alice Ironglove – created in tetra-cube.

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

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

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

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

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


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

Mischief Unmasked

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

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

Mischief Unmasked

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

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

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


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

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


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

True Faces of Mischief

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

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

True Faces of Mischief

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

The Basics

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

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

The Checks

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

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

The Children

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

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

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

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


Some interactions captured, some more to go. Thanks for dropping by tonight for the twenty second Dice-ember night. Don’t forget to come back this weekend for the last components of this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Larituronโ€™s Pit

Tonight and I have created a zine that is a few weeks overdue – but I am catching up, Larituronโ€™s Pit. 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, Larituronโ€™s Pit. There week is different where all the content is within the Zine and nearly none of it was revealed in the prior week! So if you want to run this adventure you will need to download the pdf!


Larituronโ€™s Pit

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Lair of the Pit lord – Created in Nightcafe.

The party have just found the source of the raids on the Underdark settlements and cities and have found their way through the silken path to a large cavern.

A large central formation in the cavern looks to be made from calcified spun web that houses hundreds of innocent underdark residents who have been captured. But did the party get captured themselves? Will they free the captives or end their suffering and what happens when the ruler of this domain notices that her offerings have been taken? Those are the questions that we ask this adventure!


PDF adventure – Larituronโ€™s Pit



Thanks for joining me today for another Zine. This one had more content added to the Zine but like a few of my other ones I kept that in the Zine, not the blog. So you will just have to trust me on that and grab a copy of the Zine to check it out.

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. 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

A Snow Capped Icescape

Welcome to the Twenty-first night of Dice-ember. Now that we have made it this far I don’t really have another encounter map, yet, and tonight I still wanted to give something to add to the adventure. So I tried to imagine what the snow capped icescape that is Rimeglenn would look like and it progressed from there. From the snow ridden city to the frigid barren lands outside the walls the cost of exile is great. But those who are exiled lose the ability to cower behind the city walls when the true monsters come knocking.

So as we wrap things up sit back for a chill night where we take a breath before tomorrow and the weekend. The quiet before the storm is here and I have a lot to do.

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

A Snow Capped Icescape

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While behind the walls may be stuffy and confined for some most find it a safe haven for what they need out of life. The walled city is well protected, well supported and it boasts some of the best military that this part of the land has to offer. But for those who break the law the harsh and cold reality quickly seeps in past their furs.

The hills after exile are look much more intimidating and frightening instead of looking at them with the knowledge that the walls will protect you at night. Once exiled the criminals and unwanted of Rimeglenn find the landscape bountiful in Spring and summer, dwindling and frantic in Autumn and nearly impossible to survive in winter. Only those who are well prepared or used to it survive outside the walls during the coldest months.


And that’s the lot for tonight. A busy one in the real world for me and not needing a map for this weeks content so some art to help drive a thriving imagination. Don’t forget to come back the last few nights and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

An Unlikely Truth

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

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

An Unlikely Truth

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

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


โ€œNow let me get this straight. The Dwarf that attacked you and me claims that she has information that may help us uncover what happened to the gold that proves it wasnโ€™t you. And it will only cost her being pardoned for the crimes of associating with known criminals, assault on the cityโ€™s guard and attempted theft?โ€ Captain Sungrave asked as the party finished telling her what they knew so far. โ€œIt sounds like we will need to get Alice in here to confirm what she knows. I canโ€™t promise her a full pardon until I know what she has to offer.โ€

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


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