Cleveral’s Environments

The pattern the past few weeks finds us investigating the environments for our adventure and tonight is no different as we investigate Cleveral’s Environments for this weeks adventure in Daggerheart setting.

So sit back, grab a coffee or preferred choice of drink as we scout out tonight’s adventure!


Cleveral’s Environments

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Aligning with some of the rules for this week’s zine, Cleardraw Conspiracy, we have two environments from the daggerheart SRD. These should cover two of the main areas we find our party in this week.

The temple to Auronel or Vorthunn fits the bill for a Hallowed Temple pretty well. A place of healing and guidance the party starting their investigation here with the Summers Clasp group.

The Cult Ritual fits, obviously, the Imiriel’s lost church where the ritual is occurring to rip out Carlo’s divine favour by the fallen High priests.

The above environment Stat blocks were sourced from theย Daggerheart System Reference Document 1.0ย and are the copyright of DRP, Darrington Press, who are the creators of the material (Adversary Stat Blocks). This content was not modified is licensed under the DRP Community Gaming License which can be found here:ย Darrington Press CGL.



Thanks for joining me tonight for a little expansion for this weeks encounter where we look deeper at some of the environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the start of a new week of adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Pushing through Illness

Now for tonight there’s something a bit different as much like the concepts tonight I am also attempting poorly to be pushing through illness.

So let’s lay down with some water, a herbal tea and snuggle down for some rest.


Pushing through Illness

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Pushing Through Illness – Created in wordpress.

The concept of sickness is covered, somewhat, in the core books with poisoned and, in some cases exhaustion. However, the term disease has been largely removed. This small update tonight is triggered by my own foolish pursuit in pushing through illness which got me thinking…

Surely DnD characters wouldn’t take a week of bed rest if the fate of the Fellowsphere was hanging in the balance. They would crack a few herbal supplements, have a pint of ale and get on with the quest.

But after doing said actions, minus the beer, I find myself with disadvantage on all rolls and even stuff I believe myself to be profoundly very good at I am performing them far more poorly than expected. Don’t check the spelling and grammar of this post…

But in campaigns where extended travel, harsh battles and rough climates play a key role in the life style of a party there is something I’d like to throw at DMs. A common cold.

It may start as a snuffle or something that if the party members fail constitution saves and partakes in a few high intensity days with broken or disturbed long rests that they fully recover from. But ignoring this they progressively gain the exhausted condition for each day that they don’t rest. The difference here is a full day of rest vs a long rest.

This progressively gets worse and follows the rules for exhaustion which mirrors the normal pattern for things like influenza and pneumonia.

This little change could make games more intense, realistic or consequence rich. But there comes warnings with this as it wouldn’t be much fun to role play a character on bed rest for a week. However that character and party having to travel to seek Glonerel, the elf sage, for healing herbs and potions is a great side quest that could excite players and cause a sense of urgency.

Deciding between saving Til the gnome rogue and marching to the Rift where the Fellowphere was in danger of collapsing could make for great character, player and world development.



Thanks for joining me tonight for something a bit different. A slow night as I rest on the finest elven medicine my copper pieces could buy but something where opportunity appeared before me in my bed ridden state. Don’t forget to come back tomorrow for more content and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Pakkuna

Tonight I wanted to show off my latest monster created for Wilderfeast, The Pakkuna, a large predatory fish that bares some resemblance to the Yudoubu but march worse. Massive jaws, a hunter for blood and poisonous spines this fish is not something you want to face in the wild.

So for anyone thinking of running the games the guides on how to create monsters are good enough and there is enough freedom to run the game how you want it to be run. So give it a shot!

The Pakkuna

The Pakkuna is the latest published creature that I have created for Wilderfeast.

The Pakkuna – created, partly, in Nightcafe.

The Pakkuna is an intimidating aquatic predator, stretching nearly three meters in length and standing two meters high. Its sleek, muscular form is clad in shimmering silver scales, with darker blue hues adorning its back, providing effective camouflage in both oceanic and riverine environments. Razor-sharp teeth line its formidable jaws, ready to tear through any prey that comes within reach. Along its spine, evenly spaced rows of sharp spines not only add to its fearsome appearance but also serve as a conduit for injecting venomโ€”a potent toxin that incapacitates its victims.

In its natural habitat, the Pakkuna is a masterful ambush predator, lurking beneath the water’s surface with a seemingly serene grace. Its keen senses detect the slightest movement, and in a burst of speed, it lunges at its prey, delivering a swift and deadly bite. The injection of venom from its spines ensures that even the most resilient creatures stand little chance of escaping its grasp. The Pakkuna’s predatory instincts are honed to perfection, making it a formidable force in the oceans and rivers it lives in.

Despite its fearsome nature, the Pakkuna exhibits a certain degree of intelligence and cunning. It is known to work in tandem with other Pakkunas, coordinating their attacks to overwhelm larger prey or to defend their territory from rival predators. Their ability to adapt to different environments and hunting conditions ensures their dominance in the food chain. The Pakkuna’s combination of physical prowess, toxic arsenal, and strategic hunting tactics make it a truly awe-inspiring creature, feared by all who inhabit the waters it calls home.

Thanks for joining me tonight meeting another potential resident for Wilderfeast! Don’t forget to come back tomorrow night to wrap up this week of adventuring before we kick off with another new adventure next week! And lastly, as always, don’t forget to roll with Advantage,
The Brazen Wolfe

The Relic of Thundarr

Tonight I go back to a quick random adventure, The Relic of Thundarr, for this weeks random adventure.ย For these quick random adventures it makes a adventure which could be a fun one shot.

So sit down as another quick adventure is just moments away!

The Relic of Thundarr

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Title: The Relic of Thundarr

Adventure Hook: The adventurers find a weathered dwarf named Grumli Ironfoot in a local tavern, spinning tales of his clan’s lost treasureโ€”a powerful artifact known as the Relic of Thundarr. Grumli’s family has been searching for it for generations, but with little success. He offers the party a handsome reward to help him retrieve it from its last known location.

Notable NPC: Grumli Ironfoot – a grizzled dwarf with a long, braided beard. However, his beard isn’t what draws peoples attention as his left leg is a large bronze peg-leg. He’s gruff but trustworthy and his knowledge of ancient dwarven lore is evident in the stories he tells anyone who buys him an ale. Despite his rugged exterior, Grumli has a soft spot for his clan’s history and is driven by a deep sense of duty to restore its honor.

Location: The Ironfoot Caverns– A large underground network of tunnels and caverns where the dwarves of the Ironfoot clan had lived for years. However, they were driven out of the mines by a mysterious disease which took the lives of many of their clan. The young dwarf lord, Fharn Ironfoot went out in search of aid and came back with a cure, but he was unwilling to share where it came from.

However, the damage had been done and in their time that they had left their caverns, mines and house the caves had been overrun with a nasty group of bugbears.

Hidden Plot Twist: Just as the party uncovers the hidden chamber containing the Relic of Thundarr, they are confronted by a mixed group of humans, elves and a halfling. The group is led by Thalia Shadeong, a cunning half-elf treasure hunter who has been shadowing them since they left the tavern. Thalia reveals that she, too, has a claim to the relic, believing it to be rightfully hers through an ancient pact made with her ancestors to cure the dwarves of their sickness – a detail that Grumli only revealed once the party was traveling towards the Ironfoot Caverns.

She asks that the party leave with the dwarf, Grumli Ironfoot, so that she can get her birthright.

Social Encounter: Before any combat ensues, the party has the opportunity to engage in a tense negotiation with Thalia and her group. They can attempt to persuade her to share the relic or find a compromise that honours both her claim and Grumli’s. The outcome of this encounter will significantly impact the adventure’s direction.

Combat Encounter: The party would encounter a few roaming bands of Bugbears and goblins. Each consisting of a boss who orders the others around, a bugbear or two who are the muscle behind the meat-head approach of the captain and their goblin workers – who are poorly armed and fall very quickly.

The other encounter is due to a failed social encounter.

If negotiations fail, the party engage in a battle within the relic chamber. The confined space, coupled with the unstable stone work that has decayed over the time. This makes for added dangers over combat and considerations that need to happen . The adventurers must work out how to overcome Thalia and her followers while ensuring the relic remains undamaged.

Antagonist: Thalia does indeed, not have a claim on the relic. She overheard the over-sharing dwarf and decided to try and make a play for the relic.

Depending on the outcome of the social or combat encounter, the adventurers can secure the Relic of Thundarr for Grumli, negotiate a shared guardianship, or even lose it to Thalia.

Thanks for joining me for another quick adventure tonight. Don’t forget to come back tomorrow for the end of week Zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sunset over Dawnshade

Tonight I wanted to do another quick adventure promp using the same format from earlier this year. So the adventure, Sunset over Dawnshade, was created with the idea of fabricated monsters and a the real monster being capitalism – that old trope.

So sit down as another quick adventure is just moments away!

Sunset over Dawnshade

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Sunset over Dawnshade – Created in WordPress!?

Title: Sunset over Dawnshade

Adventure Hook: The quiet village of Dawnshade has been recently become engulfed by fear as villagers report sightings of monstrous creatures emerging from the nearby Crystal Cavern. The cavern, once a source of wonder due to its beautiful, shimmering crystals, has become a place of fear. No villager or miner is willing to go into the Cavern and as the local lord is concerned about the villages livelihood.

The lord seeks brave adventurers to investigate and eliminate this threat to the village and its people.

Notable NPC: Ronan Ironbeard – A stout and strong dwarf with a temper problem. Once a former miner no the only man who is willing to brave the mines with the monsters being reported. Only he knows the Crystal Cavern like the back of his hand and is willing to show the party. Ronan is quick to judge but loyal to those who prove their worth. His knowledge of the caverns and mining experience make him an invaluable ally. Despite his tough exterior, he has a soft spot for the village and its people who accepted him when his clan did not.

Location: The Crystal Cavern – A magnificent underground cavern system connected by twisting tunnels that formed a labyrinth under ground. The cavernous spaces are filled with sparkling crystals that cast an eerie glow and refract light which reacts to magic in the air. The cavern’s beauty is marred by some of the cruder pathways of which some are half built. These treacherous half constructed pathways are not the only thing that is dangerous within the cavern as there is a lurking presence of something sinister that all that enter can feel.

Hidden Plot Twist: The party don’t find any trace of anything evil or monster within the caverns. They do however find a source of monstrous greed – the lord of Dawnshade. He has found a buyer for the crystals and needs the villagers to believe that the caverns are no longer safe. He organised for Ronan and the party to be in the mines and to be murdered in order to make it look more dangerous that what it is.

The party finds evidence of mining the crystals out which Ronan helps identify as recent before they find themselves face to face with the miners and the hired thugs of the Lord. One of the Lords house guards is with them and he reveals the plan before the combat starts.

Social Encounter: The party are able to house guard to betray his employer as he is only in it for the money the lord is paying him. The bag of gold is not worth his life, and if the party can convince him as such he declares before agreeing to reveal the lords plot in exchange for his life and their protection from the lords men.

Combat Encounter: The adventurers can fight the thugs and the house guard at which point the house guard would beg forgiveness before he is defeated. There are two thugs for every party member and while some of them work well together many evidently don’t know how to fight as a team.

Antagonist: The Lord of the Village has been overcome with greed and wants to sell the crystals to a merchant company. The village believe they are tied into the ancestors reason to settle nearby and almost treats the cavern as a religious place. The village council lets the Lord get away with what he wants as his guard have protected the townsfolk a few times when attacked by bandits or raiders.

Thanks for joining me for another quick adventure tonight. Don’t forget to come back tomorrow for the end of week Zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Tindten

Tonight I wanted to show off my latest monster created for Wilderfeast, The Tindten. Continuing to use the template I made to house the information and to guide how it interacts with the pack of Wilders hunting it.

So for anyone thinking of running the games the guides on how to create monsters are good enough and there is enough freedom to run the game how you want it to be run. So give it a shot!

The Tindten

The Tindten is the second published creature that I have created for Wilderfeast.

The Tindten – created in Nightcafe.

It’s from the Butcher line due to its metal infused claws and teeth. But it could easily be confused for being part of the roasters line due to its tendency to ignite itself, and what ever its fighting, on fire with a special chemical it produces from ingesting a large amount of Rock Salt.

This creature is a great desert and Mountain cat which preys on wild Wooda and likes to play cat and mouse with the Rakuzar. It’s playful nature is quickly lost when the deposits of salt that it covets are in contest. Here the Tindten, the Tinder Kitten, will use its hardened claws to swiftly dig towards the threat and neutralise it.

Being able to ignite the crystalline secretions within its main with a spark from its ears the resounding flash of ignition is enough to stun and confuse its attackers, or prey, and in the confusion it swiftly digs to attack from underneath the unsuspecting prey. The other side effect of this flashy display is that its mane burns hotly until it decides to wallow in salt-rich mud to replenish the supplies of the mineral in its hair.

Thanks for joining me tonight meeting another potential resident for Wilderfeast! Don’t forget to come back tomorrow night to wrap up this week of farming and shifting soil before we kick off with another new adventure next week. And lastly, as always, don’t forget to roll with Advantage,
The Brazen Wolfe

Travel in Wilderfeast

Travel in Wilderfeast

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Hello all, tonight I wanted to cover something that I’m working on while I explore whether Wilderfeast will remain a permanent game that I run at my tabletop, particularly how I manage Travel in Wilderfeast. Travel is quite simple in Wilderfeast you present three options, Navigate, Forage for ingredients or Move on.

Each are you move through in order to reach your target, generally a creature like the Wraikat that is causing issues down Ghao Gan Gardens you would need to travel through each area between your starting point, generally your Parties base, a Den, and the creatures area.

For Asoai, the Foaming Shore where my wilder pack is starting their adventures I decided to recreate (and change some bits) of the map to suit the narrative I was forming for the party.

Asoai, the Foaming Shore – Created in Inkarnate

Each area, defined by a different set of coloured hex connects to others. The larger areas such as Hightable and Ocean stop should have more hex’s than the other areas. This enables me to visually track where the connection points are, the known paths between areas, but also to use the hex’s to track Signs, monitor communities and also track what the Pack does.

If the pack invests their downtime in building a defensible position in Hightable then I want to be able to represent that on the map. If they move from one area to another but we have to finish the journey part way through the session I want to be able to track where we left off as well as any other notes. This map is just the beginning and with my 3d printer and some magnets I think I should be able to get something that really gives life to the map.

Now the example of using this for a defined area with defined travel points like Wilderfeast isn’t the Limit as you can probably get really creative with coloured Acrylic and magnets to represent the changing in territories for a political RPG. Or you could track plot points that move, like a caravan of bad things that will take three weeks to move three hexes towards the nearest city and the party have to find them first.

What ever the situation is the map making tools in Inkarnat were fun to use for this and I am excited to see where I take this little project of mine. Hopefully in the future I can showcase it working with the other three regions also following the same process.

That’s all for tonight. Don’t forget that tomorrow I aim to get the second* Adventure for the 2025 year out as a Zine so make sure you come back for that. Don’t forget that next week I will also be kicking off on the next journey for the year so make sure to comeback again next week and, as always, don’t forget to roll with Advantage,
The Brazen Wolfe

The Wraikat

Tonight I wanted to show off two things but mainly The Wraikat – a creature for Wilderfeast and its using a template I made to house the information, some of it at least, which is used in the game itself.

So for anyone thinking of running the games the guides on how to create monsters are good enough and there is enough freedom to run the game how you want it to be run. So give it a shot!

The Wraikat

The Wraikat is the first, second technically, creature created for Wilderfeast.

The Wraikat – created in Nightcafe.

It’s from the Stockkeeper line as it likes to hoard food around its nest but could also be classed in Roundsman as it can change the colour of its scaly hide at will.

Now this creature doesn’t really fill a niche but it competes for territory with a few creatures in Mountains and Woodlands of the Sen Coast. But to combat this predator rich environment it focuses on hoarding food rather than taking on fights it can’t win.

Acting like a hybrid between a predatory cat and chameleon it prefers to lie in wait for its target, stun it either its vocal mimicry ability or by shooting its resin like substance from its mouth that hardens in air. You can imagine when shot at velocity at a Wilder or creature that this can be quite the concussive force if the Wraikat has enough time to aim for a particularly sensitive spot.

Thanks for joining me tonight and exploring a bit more about Wilderfeast! Don’t forget to come back tomorrow night to wrap up this free-form week before we kick off with adventures next week. And, as always, don’t forget to roll with Advantage,
The Brazen Wolfe

Game Introduction to Wilderfeast

Good Friday to you all, I have something to share with you tonight as I procrastinate getting a heads start on the 2025 adventure series tonight I wanted to do a game introduction to Wilderfeast. Now I wish this was a paid promotion but alas, it is not. This is just me getting a bit hyped up over a game that I’ve spent a few hours (ok more than a few) reading and also run a few of my old and new players through an introductory adventure.

Game Introduction to Wilderfeast

Wilderfeast is a TTRPG like I haven’t really experienced before, a simplified attribute and skill system, the dice mechanics are similar to games I’ve played like Soul bound with a d6 determining success on the venture or outcome but with a twist. If you focus up on your human side and training you roll a d8 that determines both damage and degree of success, or… you can go wild and give into the beast lurking at the surface and roll a d20 instead, with a cost and worse consequence if you fail.

That’s way to high level for this game but there is a fair bit to unpack. The game revolves around finding ingredients and cooking food. Yup, that’s right, finding ingredients and cooking food. Did I mention that the key ingredient in your most significant meals is… Monsters…

A fun hybrid between monster hunter and Dungeon Meshi, Delicious in Dungeon. You are the rangers, caretakers and balance bringers of the world who have a sacred calling to fight against the curse-like-virus called “Frenzy” where normally placid, or still angry monsters, get angrier, meaner and hungrier. You have to stop them and to ensure that their tainted bodies don’t spread the virus you ritualistically cook the meal and eat it to consume the tainted meat.

The catch. Each meal turns you more monstrous. If you eat an piscine monster you may grow fins and find yourself swimming faster, you eat a flying monster like a bat, bird or dragon you may mutate wings and be able to fly to get your dinner. A new meaning to fast food.

By enhancing yourself with monster traits, styles (attributes) and skills you get stronger, strong enough to take on the real villains of this story. Giants. I didn’t mention there were Giants yet did I? Well there is and they are blessed with near immortality, near unbeatable strength but cursed with the Hunger. They need to eat (sound a bit attack on titan now doesn’t it?).

The System

Each Hunter uses a specific hunting tool to take down monsters… but they are a bit different as each weapon is a large cooking instrument. We have Spits (spears cross harpoons, like a skewer really), Pans (Pan…s… yeah its a 1:1 match there), Cleavers (great sword like knives), Mits (ok ok ok, these are like boxing gloves mixed with punch-daggers and brass knuckles. These can hit HARD), Twine (for tying up roasts, ATAT walker legs, etc.) and a Torch (like a flame thrower that roasts your meat, heats up the other tools like a cleaver so it can slice monsters like a hot knife… through butter….)

Each tool has its own anime-esque techniques that feel like monster hunter combo moves but play more like a Bankai or some other finishing move. They also determine your starting Styles, your attributes, from Mighty, Precise, Swift or Tricky.

Mighty is pretty easy. Swing hard with everything you have and cleave through rocks, trees, shells, meat, bone, what ever you need to. Generally favoured for Mits, Pans or Cleavers.

Precise is for targeting a specific part and delicately removing that poisonous sack from the four metre puffer fish or for following a precise map to get through the area safely. Generally found for Cleavers, Spits or Torches.

Swift is focusing on speed, striking with a lashing whip from your tool, moving quickly through a clearing to avoid the predators or swiftly climbing a tree for the best fruit. This is favoured of Mits, Spits and Twine.

Tricky is being stealthy, being deceptive or particularly technical. It can range from stealthily (or trickly) snatching eggs from a nesting bird, deceiving a predator into following a false trail or scent or feinting in combat. this is favoured from Pans, Torches and Twine.

You can have between 0 and 5 in a Style which determine how many dice you roll to try and succeed on a test. Success is measured on rolling a 5 or 6 on the d6. So the more dice you roll (law of averages say that a score of 3, the starting highest score for your character, should have 1 success per attempt). To boost this chance you have skills which range from Strikes and Shots used in combat to Calls to mimic a predator of a creature that’s hunting you to get them to flee, Grab to snatch a set of keys from a poachers belt or Traversal and Search which is used on the trail – to move through the hostile and dangerous lands and to search for ingredients to use in your cooking respectively.

The finishing part is TRAITS – that’s what you inherited from your monstrous meals. Now there’s two or three pages of traits in the book but they range from passives that half damage against a certain style like Natural Armour and Natural reflexes , to granting an alternative form of movement (climbing, swimming, flying, digging and even Floating…) but also more specific combat ones like Venom, Burning body, Fire breath or Electric Shock. All of these when added together, and the fact you mutate either your Style, Skills or a level in a Trait make for a really diverse, complex and yet straight forward system.

The game revolves around Signs – basically Monster Hunter quests on a board – where if you ignore them for too long things get worse for the human and monster communities as you fail to do your job as a Wilder. These may be reports from scouts, a migration of monsters from their native feeding or hunting grounds as they are pushed out or the destruction of a village that you were helping to rebuild.

The last thing I want to touch on as it will appeal to a great many of us is that the other aspect of this is caring for monsters, not just hunting them to extinction for their traits. Rehabilitating monsters and forming bonds with them, their pack (or community) or even gaining a life-long pet and companion is another core part of the game I am excited to experience in the coming weeks(s).

That’s all for tonight. I am working on shortened, more succinct information as the core rule book is 322 pages long, and I am also creating some templates for myself for when I inevitably create monsters, areas or things for myself in the future. Having already created a monster using the book as a guide its hard to resist not getting all your favourite traits but its best to focus on a single aspect or nature and build around that.

Don’t forget to come back this weekend for more content and, as always, don’t forget to roll with Advantage,
The Brazen Wolfe

The Cursed Carnival

Another night closer to the kick-off week next week for the 2025 adventure series so another filler-arc tonight with The Cursed Carnival! A travelling carnival is causing trouble in the joyful village of Brightwood and the party are just the right people to investigate!

So another quick adventure is just moments away!

The Cursed Carnival

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Title: The Cursed Carnival

Adventure Hook: Brightwood is known for being vibrant and joyful where minstrels sing proudly in the street while various craftsmen sell their wares at the local market. However last week a traveling carnival arrived and set up shop on the outskirts of the fun loving village. Since its arrival the village has experienced strange occurrences, voices in the alleys and things moving around their houses at night. The carnival has an eerie atmosphere bit the Carnival’s ringmaster, Farren the Fantastical, is so charismatic that people cant help but spend their coin at the carnival as he brings a new type of joy to the village.

However a villager has now disappeared and the circumstances around the disappearance are mysterious. The Mayor of Brightwood has requested adventurers to come and uncover the truth behind the disappearance to reassure the town that everything is indeed bright, in Brightwood.

Notable NPC: Farren the Fantastical – The ringmaster of the Fantastical Carnival, the man himself exudes charm more prolifically than the best bards and minstrels. Clad in a dazzling outfit littered with small glittering gemstones and discs of polished metal he doesn’t just demand attention he commands it.

He is tall and slender with piercing lavender eyes with a smile that reveals his mischievous nature. He has demonstrated his affinity with illusion magic and slight of hands tricks but that is the limit of his spell casting abilities, or so he makes people think. He hides a darker side which he uses to take control over the carnival and its original residents so he can continue with his dark plans.

Location: The Cursed Carnival – It’s still a place of joy and laughter but there is a ominous feeling to the tents, stalls and attractions. A presence that only seem to abate when Farren is near as if he brings the joy to this place. The hall of mirrors is a particularly haunting place where people have reported seeing other faces staring back at them as if but for a moment.

The Big top is Farren’s main place of residence where the sound of laughter, applause and jubilation can be heard nearly day-round. Despite the flashy nature of Farren the shadows dance in the tent without a change to the lighting and people always lose something while in the tent. The other entertainers that perform with Farren include a man that can breathe fire, a man that can lift weight that a normal man could not and a man who’s accuracy with this throwing knives would be legendary in any other setting.

The fortune seer’s tent has been out of order for some time now but it is still set up with a sign saying ‘Be back soon’. A strong feeling of sadness can be felt by people who stand near the tent for too long.

Hidden Plot Twist: The Carnival is powered by an artefact, the Dusk Amulet, which hangs from the top of the big top casting a scattering of colours down on the performance below. Farren uses this amulet to target those particularly weak to his magical ministrations. When they come back, hearing the call of his magic, he feeds their soul to the amulet to bolster the carnivals dak magic which guarantees his ticket to free meals and fame.

The adventures quickly sense something wrong with the Carnvial despite the Mayor dismissing its involvement as he has been influenced by Farren and the amulet too much. As they explore the carnival more their interest does not go unnoticed and soon they realise the hall of mirrors reveals the trapped souls that the carnival has claimed.

Social Encounter: They are led to the Big Top after one of the souls in the Mirrors connects with them, pleading for the adventurers to save her big brother who Farren had trapped in the Big Top. As they rush to the big top they notice the Amulet shining brightly as they enter before it immediately goes dull. The Firebreather, Strongman and Knife-thrower all appear and soon the sound of a single hand clapping builds.

Combat Encounter: Farren and his henchmen attack the party after a brief attempt at bringing them onboard with the corrupting amulets light. The battle is tense as the three work as if guided by a single mind, which is not far from the truth as Farren and the amulets influence guide their attacks acting as a fifth participant in the battle with a eagle-eye view of the battlefield. This revelation happens after too many lucky breaks happen for the opponents at the same time the Amulet emits a beam of light which touches the adventurers.

Conclusion: If the adventurers manage to destroy the Eclipse Amulet and defeat Farren, the curse is lifted, and the carnival’s dark magic dissipates. Farren and his troupe lose their power and are brought to justice. The villagers are freed from the curse and those trapped in the hall of mirrors are released, worse for wear but alive, and Brightwood can finally return to its joyful self. The mayor rewards the adventurers with gold and a rare magical trinket from the villageโ€™s treasury.

Thanks for joining me for another different one tonight. I plan to get back to normal as of next week so don’t forget to check in tomorrow to see what we have cooking. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe