The Dottery’s

Welcome to Tuesday night where we look at the NPCs that are joining us this week for our adventure. Tonight we turn our gaze and introductions to the Dottery’s who reside within the Crelion Estate. Despite being an odd pair they appear to have kept the inn in working order and welcome the party openly. Well Jane does at least. There is a warmth that feels almost unnatural that comes from the house. But it’s soothing and the sense of unease from the woods has gone.

But why is the party of adventures the only people who stay in the inn and, why does Tom glare at them constantly. Let’s read on tonight and during the week more will be revealed!


The Pennywhistle Company

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The keepers of Crelion Manor

The Dottery’s run the Crelion manor inn and are an odd pair. Jane is warm, welcoming and motherly while Tom rarely says anything at all and always stares at people as if he wished they were elsewhere. Together though they have appear to have maintained the manor to a high standard and the beds are certainly comfortable. Despite being situated near the woods that appear to be haunted, or worse the manor appears to be unaffected.

Jane can be found walking around the manor lighting lanterns and cleaning the house almost methodically while Tom never strays too far from the front door and a little desk where he keeps an ever watchful eye on the log book in front of him.

Tom Dottery

Created in Artbreeder

Tom is well built and tall. The signs of his age is slowly appearing in his beard and hair but his eyes have lost none of their youth. During the party’s interactions with him they don’t believe they have heard him say a single word to him or Jane who hovers around him and talks enough for both of them.

Despite being quiet, and his face set in a constant stare of disapproval he is quick to help the adventurers when they need it. Just as quick as he leaps into action to assist he goes back to being quiet with a frown fixed upon his face.

The party have caught him nodding towards an old guest book at his table and when his wife isn’t around he appears to gesture silently towards the door as if asking the party to leave.


Jane Dottery

Created in Artbreeder

Jane is a small and frail looking woman with eyes that look almost to large for her face. The opposite of her husband, Tom, she is exuberant and always happy to talk. She is quick on her feet and has a bad habit of sneaking up on people due to how quietly she moves.

Despite her diminutive frame it is obvious to any who witness her that she rules the manor on a daily basis. She is quick to insist that the guests reach out for any little issue but organises Tom to rectify any issues.

Despite her warm and caring nature she shies away from physical touch and blames a illness she caught when she was younger for a fragile constitution that is quick to bruise and bleed from the smallest of touches.


Thoughts

I came up with Jane and Tom to be opposites for a reason and it’s all to do with the Manor. And nothing is as it seems at Crelion Manor which I will expand upon this week. The interactions between the two hosts will need to be monitored closely this week as we move around the manor. And while waiting the storm to die down I will throw in some additional information to keep the part busy. But that’s for me to expand upon tomorrow.


Thanks for dropping in tonight and looking at the two NPCs for this week. There is a third that may be introduced later this week (or the end of week adventure) but that’s for another time. As always don’t forget to come back tomorrow for more updates to this weeks adventure. Tomorrow we cover the thickening of the plot so don’t forget take notes as this week is a bit of a mystery to unravel and, as always, don’t forget to roll it with advantage,
The Brazen Wolfe

Crelion Manor

Well another week is here and this week it just goes to show that there is indeed no rest for the brave. This week we have the party stumble across something a bit odd on their way to the city, Crelion Manor. What lies within its tall well preserved walls and what secrets does it contain?


Crelion Manor

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Wooded Road

The road was long and as night was quickly approaching the party of adventures quickly were finding that they were running out of options for safety. Thick clouds were forming overhead and the gusts of winds were increasing by the minute. The road had swerved into a small forest a few miles back and gradually an uneasy feeling had grown within them as the they began to doubt the traveller’s advice.

‘There’s an inn along this road, a few miles down the road. If you make haste you should be able to get there before the weather hits’ the man had said. The party had thought it odd since there was not a cloud in the sky, but the man had been right as quickly the wind had picked up and the clouds had rolled in. Then, as if on queue a sign appeared staked next to a tree. “Crelion Manor – Inn and Lodgings” they sign said with an elegant writing that spoke of pride and elegance. Up ahead the dark silhouette of a building suddenly flared into life as a glowing light appeared in several windows. The unease grew and the snapping of twigs sounded from somewhere behind them but when they whirled around there was nothing in the growing shadows as night encroached.

Making a dash for the light spewing from the windows the sound of heavy frantic footsteps could be heard nearby, but still no sign of pursuer. Passing the open gates the pounding of earth suddenly vanished and the creaking of a sign hanging from the front porch heralded the appearance of the Crelion Manor.

Crelion Manor

The building was three stories high and big enough to house a few dozen people at most. There was a small stable to the right of the entrance and the warm glow of lanterns and candles beckoned them onwards, the sense of unease dwindling as they walked into the light of the lanterns.

The door swung open slowly but forcefully and a large, heavyset man with a mighty moustache looked down at the party. As he stood there he didn’t say a single word and stared them down, grunting in response to the parties questions he strode into the building leaving the door open.

Entering after the man the inside was cosy, warm and inviting. A sense of warmth was present in the building and unlike the man who now sat behind a desk with a large ledger they felt welcome. ‘Hello travellers! Welcome Guests!’ a shrill and excited voice sang out from behind them as a thin woman stood in the doorway to a sitting room that housed a roaring fire. ‘Don’t just stand there. Welcome! Close the door dear if you will – you’ll let the cold in.’ she said as she moved to stand next to the large man.

‘Welcome to Crelion manor’.

Crelion Manor – created in Nightcafe.studio

Thoughts

Now this week leaves a lot to the imagination. Rarely do you find Inns, manors or buildings in creepy woods and something not being wrong with them. But they always promise three things. A roof over your head, protection from the draft and adventure.

The custodians of Crelion Manor are your regular yin and yang couple. One being stoic and quiet, the other cheerful and sociable to the point of being overbearing. This week we look at a smidge of horror and puzzle solving so be prepared to have hints and tips for our party this week. But that doesn’t mean that we wont have combat. I have a few idea’s up my sleeve to throw at the adventurers this week.


Thanks for dropping by tonight for another start of the adventuring week. I am pretty excited this week as we move ever forwards with our one shot adventures. With my planning and format I should be able to create more Zines at the end of the week so let’s look forward to that. Don’t forget tomorrow brings us more NPCs to add to our growing collection so you best return. Also the days after bring us the meat of the adventure, maps, extra content and the encounters… So don’t forget to come back each day this week and as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Curse of the Dark Woods

Tonight and I have again decided to create a zine out of this weeks adventure, The Curse of the Dark Woods. This week, due to the confusion and ongoing concerns that are shared amongst the content creator community to make this zine, and potentially many future ones, system agnostic and remove any reference to D&D specific material from the content. However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures (but this may change).

So I hope you enjoy this weeks adventure, The Curse of the Dark Woods. If you like this format please let me know and I hope you enjoy.


The Curse of the Dark Woods

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The Dark Woods are no darker than the average woods. They are however a thick patch of forest that has resisted manโ€™s desire to cultivate the land nearby for centuries which has led to the belief that they are guarded by a dark spirit. 

Beyond recent memory it was rumoured that men had once built citadels and temples to gods of progress and agriculture within the forest. But within a few years the population plummeted and these cities were lost to the woods, rumoured to have been destroyed by the forest itself.

The forest is also thought to be more than it seems. Over the course of many menโ€™s lives they have recorded that the forest doesnโ€™t grow. There is no expansion of trees past a point, no new saplings encroaching on the lands of men and the farms, roads and villages that line the edge of the forest are safe from the dark curse of the trees.

But this has lead the the forest being a ideal place for bandits and those with ill intentions to lie in wait for those unsuspecting of anyone ignoring the tales of these woods. Sooner or later the tales will be found out to be true but until then there is always a risk of danger or death when you travel near the dark woods.


PDF adventure – The Curse of the Dark Woods


That will be it for tonight but I hope that next weekend you can get a party together, or find a DM/GM, to run this adventure. Don’t forget that next week I will be bringing another adventure to the table so don’t miss a thing and come back daily. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Denizens of the Crypt

Welcome to Friday night, also known as fight night, where we look at the encounters and meet the Denizens of the Crypt. There is a certain nostalgia that comes with fighting zombies and skeletons in a crypt. And what crypt isn’t complete without an unholy artefact that causes anything that dies in the crypt to come back as a zombie. Yep those bandits that died or are dying in those hallowed halls are about to join the fight once more.

Tonight’s stat-blocks were sourced from Tetra-cube and, as a bit of variety for content moving forward I have also include some Soulbound statblocks too as we may be seeing more souldbound content this year than originally planned.


Denizens of the Crypt

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D&D Stat blocks

The humble zombie and skeleton, no more iconic duo in crypts and tombs could there be found. Except for maybe gelatinous cubes and giant rats. The idea is to have between 2 and 3 per encounter block. The zombies will be where ever the bandits would fall in the halls or rooms of the crypt, skeletons behind locked doors or near chests, where they died defending or trying to fight over the cursed gold. For map reference we can look at yesterdays maps Dark Forest & Darker Crypts.


Soulbound

The idea behind soulbound is you have 2-3 minions per player, 1 or 2 warriors per player and a single champion per encounter. If we want to set this up to be a more challenging encounter we may add in a Chosen but that increases the difficulty substantially.

For our Minions we have the Deadwalker Zombie – the fallen bandits. For those cursed souls once trapped here we have the death rattle skeletons and our warriors for this weekend are the Graveguard.

Minions

Warriors

Champions

Chosen


Environment

We have a few thigs here. Unstable walls, treasure chests, a secret door and traps.

Some doorways are blocked, as can be seen by rubble around the bottom of the door, which might need a moderate test of strength and some time to remove. Or another way can be found into the rooms on the other side.

Throughout the halls there may be traps and other hazards with darts being shot from the wall or spikes dropping from the ceiling if a pressure plate is triggered.

There is a little notch on the wall to the right of the secret room, this is a button that looks like a wide mouthed grinning skull. If they reach into its mouth there is a button there that releases the door and it opens – a bit of a test of faith than something terrifying here.

The breakable wall here will have a little crack in the stone that if people deliberately (and successfully) examine the damaged wall they can see through to the other side. This should hint to another room here.

The cursed altar is an easy one. Light the flames and the undead will stop rising in the crypts. If you use holy magic or something creative enough that would look at purifying it (prayers, spells, holy water, incense etc.) then that will keep the fires lit indefinitely rather than just a period of time.

Thoughts

Both the D&D and soulbound adventure for this map will be a lot of fun. You may notice I didn’t include anything for the forest map as I want to keep this more as a random encounter zone or if the party bring the fight out of the crypts and into the forest itself.

The same wild creatures as what would be from last weeks adventure – The trouble with birds can work here but you can also add other larger creatures like bears and such. Goblins (Gitz for soulbound) also can work treat in this zone as its already got a lot of juicy mushrooms.


This week has been a bit of a weird one. With the D&D OGL1.0a changing this week there is a bit of a large departure from the D&D 3rd party content creator community. Personally I will continue with what I am doing, so far its not resulting in any extra paperwork that I have to continue but you may find that I will reduce the D&D specific content (stat blocks) and move to a more system agnostic approach.

And with the closure of the week that see’s tonight’s content finish. I am looking forward to bringing more soulbound into the content here on the blog and into the local community where I live. I think its a great system and if you want to feel like a bad-ass hero then it may be right for you. There is also my old favourite, Openlegends.rpg that is a great system for versatility and customisation where which may sneak its way back into here. We will see.

As always with the weekend here don’t forget to plan some tabletop time and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dark Forest & Darker Crypts

Welcome back to Brazen Wolfe tabletop where tonight I spend a fair bit of time creating the adventure maps for Dark Forest & Darker Crypts. This week we look at a forest setting, I know clichรฉ for me but I just love them soo much! But to make it up to you I have created a Crypt map as well. So don’t go away, sit down and have a coffee while we look at tonight’s maps.


Dark Forest & Darker Crypts

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Dark Forest

Shaded and wooded areas provide great places for ambush by bandits and animals alike. A dense wood with flickering shafts of lights from the canopy of trees above make this map rather interesting.

The Dark Woods – Created in Inkarnate

Darker Crypts

Complete with a secret room, a few walls that can easily be broken through, chests for all your loot purposes and bones of the dead! This map took a while to try and get the shading on the tiles to where I was happy with them. Even now I think there are some rooms for improvement but I like the dark gritty nature of it that promises that it once was more. Evidence of many previous cave ins and a hidden altar (the top of the map) that pays homage to my first DM’s plot twist of an adventure complete this room.

Dark Forest’s Crypt – Created in Inkarnate

Well that’s all that I have time for tonight. As always feel free to use these maps in your own adventure, click the links to inkarnate and if you have an account you can remix the images! If you are playing along at home let me know how you go but make sure to come back tomorrow for some traps, secrets and the encounter! With the weekend fast approaching make sure you don’t forget to plan some tabletop time and don’t forget to roll with advantage while you are at it,
The Brazen Wolfe

Hidden Graves

Tonight the focus is on the Twists and Turns that happen in the adventure which expands and changes the journey ahead. Tonight we uncover the hidden graves that lie beneath the ruins. So sit back, grab a coffee lets roll on with tonight’s, albeit shorter, content.


Hidden Graves

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She had to give chase to the bandits that had threatened her parents life and stolen the goods they were transporting for a baron. She felt compelled to chase them through the broken walls, dodging arrows like Stephan had taught her and she had them within her sights now. As they turned and saw her they moved to a defensible circle in the middle of the room that they had found. As they huddled together she stalked forward like a predatory creature. Batting arrows as they flew at her the panic began to set into the bandits in front of her.

Then there was a crack. First subtle which caused the bandits to falter and look around worriedly. After a heart beat more they raised their weapons again and took a step forward towards her. Suddenly the ground beneath them gave way and the bandits disappeared in a cloud of dust.

Stepping up to the edge of the caved in floor a crypt was revealed down below. The broken bodies of the bandits were surrounded by the shattered remnants of her parents goods, crates and chests.


Tonight we looked at the expansion of this weeks adventure as we move deeper beneath the dark forest. The catacombs beneath the crypts gives us an interesting proposition. The creatures that generally live in crypts give us extra diversity of combat. But also traps. This week promises to be a fun so don’t forget to come back each day to follow along. And before I leave for another night don’t forget to roll it with advantage,
The Brazen Wolfe

The Pennywhistle Company

Hello and welcome to another night where we look at the NPCs for this weeks adventure! Tonight we set out sights on the Pennywhistle company as they are in dire need of assistance after a fast attack from bandits, and a brash headed daughter giving chase. So sit back, enjoy the NPC art and let’s roll on with tonight’s content!


The Pennywhistle Company

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The Pennywhistle Company – Travelling Merchants and more

The Pennywhistle company specialises in getting the goods people want to the places they need it. Not a large company they specialise in boutique wares and the owner of the mercantile company, Ruthor, has a solid mind for business. His wife Eve is a half-elf who wanted a quiet life after being a member of the kings army. But having never quite fit nor finding acceptance for her heritage she fell in love with a travelling merchant who saw who she was besides her ears. While Eve is disciplined, strong and stoic Ruthor is emotional, empathetic and passionate. These traits were blended nearly perfectly in their daughter, Beau, who is both strong and emotional – a trait that sees her get the better over her father but clash with her mother.

The last piece in the puzzle is the oldest business partner and hired guardian of the caravan, Stephan. Stephan is the one who introduced Eve to Ruthor after Stephan overheard Eve’s desire to leave the army and knew that Ruthor needed an extra guard. What Stephan didn’t account for as the relationship that would blossom from there.

The Members

Ruthor Pennywhistle

Created in nightcafe.studio

Despite being susceptible to anyone who plays to his empathy and humanity Ruthor is a tactical and keen business man with a keen eye for not only profit, but lucrative business investments.

He values the success that his business brings second only to his family and oldest friend. Due to this he will risk it all to protect them and see that they have the best care that his money can buy. This frivolous behaviour is one of the things that Eve and he don’t see eye to eye on.


Eve Pennywhistle

Created in Artbreeder

Eve is swift and lethal with a blade or spear and knows how to repair just about anything with very limited resources. Assigned to the support core where she mended supply wagons and guarded them from attack she is used to defending and fighting near and with land vehicles. This makes her a perfect companion in the Pennywhistle Company.

Whilst business and bandits respond well to her discipline and cold stare her daughter does not. Eve and her daughter do not see eye to eye frequently but there is a mutual respect and adoration for each other that is undeniable.


Beau Pennywhistle

Created in Artbreeder

Wild and strong Beau has her mothers knack for battle and her fathers high emotions. She learnt how to defend herself early on from her mother and has attempted to learn the tricks of the trade from her father. But the wilds call to her and she would rather be riding a horse through the plains and forest than sitting on a wagon.

Despite being reckless and undisciplined she can take care of herself and not only does she and her mother make a lethal combination but Stephan and her are a sight to behold when fighting side by side.


Stephan

Created in Artbreeder

Stephan is the oldest friend of Ruthor and business partner of the Pennywhistle company. The closest thing to a confidant and uncle to Beau they have a strong bond and can be found sparring around the camp fire most nights. Stephan’s melee prowess is second only to Eve but he is just as calculating and tactical as Ruthor is in business but with battle.

Once a mercenary for hire he was hired many years ago and once the contract was over he joined the company as a partner so he could continue to travel whilst keeping his skills sharp.


Tonight I had a lot of fun when creating the NPC portraits. Utilising nigthtcafe.studio for Ruthor (and attempting to create one for Eve) I wanted something a bit more tailored for the NPCs tonight. So returning to trusty Artbreeder was the easiest step for me. With how the blend of a broader face of Ruthor and the fine elven features from Eve I am happy with the resemblance in Beau. Stephan gives me Jeremy Irons vibes and I am happy that it sparks memories of a few movies I enjoyed similar characters in.

Don’t forget that tonight is still the beginning of the week. Tomorrow we reveal the twists and turns of the woods so don’t forget to come back tomorrow. Thursday night I hope to have a few maps available (emphasis on few) for this weeks encounter and look forward to producing them. And lastly I hope that you spend a bit of time nurturing that creative spark or indulging in some Tabletop games this week and if it’s Dungeons and Dragons, don’t forget to roll it with advantage,
The Brazen Wolfe

Beneath Dark Woods

Welcome and good evening as this week we begin our stroll beneath dark woods. This week we are on our level 2 adventure and glorious one-shot which takes place in a rumoured haunted woods. Why are we there this week? Well you’d best grab a coffee, sit back and enjoy tonight’s write-up!


Beneath Dark Woods

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The Dark Forest

As the party travel along a road they come across an unsettling sight. A Caravan lays on its axle with two of its wheels broken, shattered beyond repair. A large rotund man sits on an overturned chest and sobs hysterically whilst dabbing at his red cheeks with a pocket handkerchief.

As the party draw closer a second figure walks into view from around the side of the wagon, a strong looking female half-elf. “That’s enough Ruthor. Sitting and sobbing like an infant wont get the caravan mended more quickly nor will it hasten the return of Stephan.” the woman snapped at the man. It was evident that despite her frustration there was a deep affection between the two.

“But Eve. Our Daughter. She is out there chasing those fiends!” the man said as he flourished towards the Dark Woods to the side of the road. “I worry what they will do to her. She is only sixteen!”

“I worry more what Beau will do to them.” the woman replied as she retrieved a box filled with tools. “Now go get me… a dozen sturdy looking branches. About as thick as my arm. I’m going to try and mend these spokes” the lady called Eve said as she looked to the broken wheels.

“She gets this brashness from your side” Ruthor muttered in a huff as he stood and walked to the forest.

“And she gets her unchecked emotions from you dear.” Eve rebutted which causes Ruthor to stomp faster away.

At that moment movement caught the eye of the party and the two travellers. A wounded, tired looking man stumbled forward from the thick trees and fell to the ground. “Stephan!” Ruthor called as he ran to the gruff looking mans side.

The Dark Forest – created in Artbreeder

Dark Ruins

“Master Ruthor. I.. I was unable to retrieve Beau. She chased those bandits into the woods and into some old building in a clearing. I tried to follow but a few of their buddies were waiting for me. I managed to escape and defeat them but they wounded me in the process. Sir. That building, it gave me the willies. There’s something evil there. I fear what they will do to Beau, what she will do to them and what that place will do to them all. We need to seek aid from the city. We don’t have the man power to go in there looking for trouble.” Stephan said between sharp breaths, clutching a wound on his side.

“The nearest city is a days ride from here. I hope she can wait and the city can spare aid..” Eve said as she moved towards the downed man with some bandages. As she started applying the gauss and cloth to the wounds, a cut from a sword, she looked towards the party. “I don’t suppose you lot are any good at exploring and fighting huh?” she asked as she poured a clear liquid on Stephans wound. “Ruthor, can you fetch some food and water for Stephan.. He will need it if he is to recover quickly.” she asked as both man and woman looked concerned at their downed friend.

“We can pay well, well… We could have. The bandits took what we have… If you retrieve our daughter you can have what ever other loot and goods you find with those filthy bandits.” Eve added with a thought. What say you? are you able to help us locate our daughter beneath dark woods?

Thoughts

The age old “Fetch” quest. Retrieving the daughter should be an easy task, emphasis on the should. Old buildings in forests always lead to fun encounters. A lot of variety and versatility can be found in such places. This makes them great places for adventures as we can utilise a lot of skill checks, creatures, hazards and the works this week.


With no time like the now to venture into the woods I want to say thanks for joining me tonight. Don’t forget that tonight is just the beginning of the weeks adventure and we have a lot in store this week. So don’t forget to come back each day this week and as always, don’t forget to roll it with advantage,
The Brazen Wolfe

The Trouble with Birds

Tonight is the end of week write up for the first week of 2023! to mark this occasion I decided, admittedly too late, to produce a zine, The Trouble with Birds. This aims to be the first of a few adventures this year that I want to get into this condensed booklet format so I do hope you enjoy!


The Trouble with Birds

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As the party arrived into town the colours of the bunting, poles and decorations spoke of the celebrations that were yet to happen. People were rushing to get their work done quickly as the Cherpa Hen festival was only a day away. Looking at the note clutched in their hands the party was meant to look for Gerald, the halfling. 

This was more trouble than it appeared to be originally as the streets were full of halflings. 

A large group started to cause a ruckus near a fenced in pen nearby and the party were drawn to the conflict. 

โ€œYou canโ€™t put that there. Thatโ€™s for the Hens!โ€ a voice called out. 

โ€œNot that we have any bloody hens at the moment. They have all gone up and took off havenโ€™t they?โ€ a second, intoxicated man said from nearby. โ€˜What are we going to do huh? What is Gerald going to do โ€˜bout this?โ€™

โ€˜I have sent for aid. The finest adventurers will be arriving any moment now to relieve..โ€™ the short man stopped as he spied the party. โ€˜Make way! Make way!โ€™ he called as he pushed through the gathering of halflings and a few humans. โ€˜You got my advert! Here you go, fine people-adventurers in fact!. All is well!โ€™ he called as he shooed the party into a nearby general store. 

โ€˜I do hope that you can help…โ€™ he muttered to himself as he sat on a nearby stool. The noise from outside seemed to have quietened down by now. โ€˜Our hens have gone missingโ€™. 

Cherpa – sourced in nightcafe.Studio

PDF adventure – The Trouble with Birds


A lot of time goes into making these Zines and I also elected to re-write some content from the week to make it flow a bit better. So if you do like these please give the adventure a go, It’s free and beginner friendly but meant as a guide to the adventure. These aren’t quite there yet as being beginnder DM friendly as many of the rules and interactions are deliberately left out. This is a starting point for the adventure, the rest is up to you!

Next week we move onto another one shot where I am hoping to explore some more and perhaps even fall into a crypt! So don’t forget to come back next week when you set aside some time aside for your own adventures and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hunters in the Mill

Tonight we look at the Hunters in the Mill with out instalment of Friday fightnight! These creatures are generally not used in many adventures but they would make a great addition to any wilderness or rural encounter. Or urban for that matter, where ever you may have a need for someone to buy exotic pets. But enough of this and let’s roll into tonight’s encounter.


Hunters in the Mill

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As the squeaking intensified so did the unease in the cherpa hens. What ever was hunting them was close, somewhere in the gloom of the mill. A flurry of fur and a long bushy tail gave away the creature as it moved, it was big, the size of an average dog perhaps but it was sleep and slender. Across the other side of the room the same rustle, the same glimpse of a tail and brown fur, then another on the rafters above their head. It was either fast, or with a sickening thought, there were many of them.

Giant weasel – sourced in Tetra-cube!

The leader

No sooner than they had started to let the large birds out of the mill the sounds of scratching could be heard. It was at first faint, then it grew in intensity. Slowly the urgency continued until a frantic pace was achieve then the largest weasel that any one had seen in recent memory burst forth. It tackled the last hen that was leaving the mill and brought dagger like fangs into the neck of the foul. The birds were strong though and it managed to thrash the weasel off its back and fly to the rafters. But that’s also when it noticed the party. It’s slain pack laying at their feat and the smell of their musk and blood drenched into their clothes. With a squeal of rage it launched itself at the party, its sharp claws, sharper teeth and thick hide ready for a fight.

Dire weasel – created in Tetra-cube!

Tonight is a nice easy two part encounter. Creatures with keen senses (hearing) would detect the dire weasel pack alpha before it attacks. But if they don’t then it ambushes them as they are weary after fighting its kin.!

This weekend we will expand a bit more on some of the content I want to include in this weeks adventure without going too in depth. This is meant to be a nice intro into the system and new world that we are spinning up this year and its meant to be simple at first. So don’t forget to come back tomorrow and Sunday as we wrap this week up. Don’t forget to keep some time aside for your own adventures in life and don’t forget to roll with advantage,
The Brazen Wolfe