Elder Rinn

The elder Rinn has concerns about the parties motivation to helping the village and especially when it was revealed that the river spirit is potentially involved. But despite his concerns the mayor enlists the parties help to recover the lantern and suggests talking to two orphans in the village to find out what they know.

So grab a coffee, maybe some food to go as we kick off into tonight’s adventure!


Elder Rinn

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The Elder Rinn stood over a silver lantern that they had managed to recover as they floated back down upon the strings that bound them to the totems that they were lashed to. As his weathered fingers trembling as he traced the remnants of the lantern while the other hand finished removing the woven reeds from around teh frame. ‘This was one of the sacred ones much like the one we lost to the river,’ he murmured, voice low and taut. ‘The other one held a key of sorts while this one held a feather.’ he said as he brought out a silver feather that seemed to shimmer with moonlight. ‘They are not just symbolic, but real relics of this villages past.’

He paused for some time as he sat down to watch the parties. ‘The key that was lost was bound to the river spirit itself. Not something that outsiders would know or care about’ The party exchanged uneasy glances. The party hadnโ€™t known about the history of the ritual just that the festival itself was a highlight for many nearby villages and the people that called them home. Mayor Talia Reed stepped forward, her tone firm but sympathetic. ‘They didnโ€™t mean harm, Rinn. Theyโ€™re here to help.’

Rinnโ€™s gaze lingered on the adventurers, his eyes like moss-covered stone, ancient and unmoving. ‘Help,’ he echoed, bitterly. ‘Outsiders always say that. But the river doesnโ€™t forget. That lantern was part of the pact. Its fall is a warning to all those that take from it.’ Regardless how the party tried to explain the old druid was unconvinced until Rinn raised a hand to silence them. ‘If the spirit awakens fully, it may offer what fools crave most: restoration. But its power is not ours to wield.’ The tumbling of a pot from outside heralded eavesdroppers.

Two small figures darted away; bare feet slapping against the wooden board and mud that made up most of the walkways in the village. ‘Amal and Jessa’. The mayor sighed as he looked to the party. ‘Theyโ€™re orphans,’ she said softly. ‘Lost their parents to the river two years ago. Jessa barely speaks. Amalโ€ฆ heโ€™s not the same since he came back.’ Her voice faltered. ‘They listen because they remember. Even if they donโ€™t understand.’

‘You must find the key before itโ€™s claimed by something that doesnโ€™t know the bargain that is demanded.’ Rinnโ€™s expression shifted. Less suspicion now and more one filled with sorrow. ‘The river spirit can bring back the lost,’ he said, almost to himself. ‘But it doesnโ€™t distinguish between soul and shadow and it always takes a price without asking. If the key is found by one who seeks only reunion, it may twist that wish into something else.’ He turned to the party. ‘If you indeed only do care to help us then you must find it before someone else does. Not for power. Not for glory. But to keep the balance.’

Mayor Reed nodded. ‘Weโ€™ll support you, and I know that you need to make a living as well.’ she said with a look at elder Rinn, ‘The villagers will too, once they see your intent.’ She looked toward the door where the children had fled. ‘Start with them. Jessa dreams in symbols. Amalโ€ฆ heโ€™s drawn to the river. They may already be part of this.’

Outside, the moon hung low over Riverfall, casting silver light across the wheatfields and orchards that surrounded the river and its stones.


Thanks for visiting tonight for another update for this weeks adventure. Don’t forget to come back the last few nights this week to make sure that you don’t miss anything that happens with this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Harvest Moon Festival

The Harvest moon festival is upon the bustling town of Riverfall and as they are preparing for the finale tragedy strikes. A lantern lost beneath the waves, an ancient prophecy and twisted dreams push the party towards dark paths and even darker times.

So grab a coffee, maybe some swimming gear as we kick off into another adventure!


As Riverfall prepares for its beloved Harvest Moon Festival, a silver lantern streaks across the sky and crashes into the river, sparking panic and whispers of ancient prophecy. The party is hired to recover its remains and decipher the runes said to awaken the Moonlit Serpent, a guardian long thought dormant. With the full moon fast approaching, the village teeters between celebration and catastrophe.

But Riverfall holds more than secrets in its waters. A missing boy, a silent witness, and a druid with fading trust in tradition point towards something dark on the horizon. A key doesnโ€™t unlock or release some treasure but binds something deeper and seals it. Yet has someone already broken the seal?


The Harvest Moon Festival

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The Harvest Moon Festival – created in wordpress.

The soft hum of lanterns being painted drifted through the still warm autumn air as the villagers gathered on the riverbank and celebrated. Every year the glow of the lanterns painted the sky like hundreds of stars lit just for those who released them but as the party watched upwards at the first sacred lanterns to be lit a collective gasp rocked the gathered crowds.

The party had been requested to come at the call of Mayor Talia Reed and with Elder Rinn nearby, the villages sage and a druid of notable power, they watched a guests in honour due to the deeds that they had some before. But tonight as the party watched as a bright orb shot across the sky like a falling star until it connected with a bright spark into one of the sacred silver lanterns. And as they watched with the collective silent horror from the crowds around them the carcase crashed into the rapids of the river below as its light could be seen coursing downstream and fast.

The ceremony and festival deemed over the people went back and a small group of the villagers went out to try and locate the downed lantern. But by morning they reported it had been carried down the river too far and had lost sight of it. Mayor Talia and Elder Rinn asked for the party to visit them for an opportunity, a chest of gold if they could recover the lantern.


Thanks for visiting for another start of the week adventure kick off night. Don’t forget to come around for more adventure crafting tomorrow and the rest of the week as we continue to grow and expand this adventure into something memorable for our parties. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cleardraw Conspiracy

Now for the next Zine of the year I present, in single page zine format, Cleardraw Conspiracy. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Cleardraw Conspiracy, and that all your rolls are made with advantage.


Cleardraw Conspiracy

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Cleardraw Conspiracy – Created in Copilot

Through the twilight-shrouded streets of Cleveral, the city mourned beneath banners of sacred blue and gold, honoring Carlo Cleardraw, the twice-blessed hero thought to be unshakable. His funeral procession moved with solemn reverence, petals and prayers scattered for the man who had been a beacon against darkness and a voice of divine purpose. But as the procession reached the temple of Auronel and the coffin was placed at the altar, its lid split open after a bearerโ€™s faltering grip, and the impossible was revealed. The coffin was empty.

Confusion and panic erupted within the templeโ€™s sanctum as divine wards sealed the mourners inside. The high priest, stunned but steadfast, declared that Carloโ€™s death defied divine law; no illness nor blade should have taken him. Within the casket lay only a trace of ash and a pale blue feather, an echo of Auronelโ€™s presence, sacred and ominous. Whispers stirred that Carlo had not died, but vanished through means older and stranger than death itself. In the featherโ€™s glow and the priestโ€™s trembling voice, the room breathed an unrest no prayer could soothe.

Within the templeโ€™s quiet chambers, three casket bearers met with the party, worn from travel, heavy with memory. Tharen, the seasoned warrior, spoke of Carloโ€™s recent heroism; Brenna, the dwarf rogue, shared her sorrow at his unwavering belief in her. And Elaric, the older cleric, recounted a strange wound delivered in battle, one he had dismissed until now. Their recollections spiralled into guilt, suspecting that they should have seen the signs. But Elaric’s pious serenity began to crack, and the party felt unease settle like dust. Something in his tale did not align with Carloโ€™s fate.

That fracture split open when Brenna, consumed by fury, dragged Elaric before the group. She accused him of betrayalโ€”that he had delivered Carlo into a trap masked as divine mandate. Elaric confessed to being manipulated by Imirielโ€™s high priests, who claimed Carloโ€™s blessings endangered cosmic balance. Twisting silence into duty, they had convinced him sacrifice was necessary. His remorse was deep, his gods distant, and his faith shaken. As Brenna hurled a prayer crystal and Carloโ€™s journal at his feet, Elaricโ€™s grief turned to resolve.

The journal revealed Carloโ€™s final thoughts, a warning and a plea, hinting at knowledge beyond his fate. Elaric read the words and begged for redemption, offering to lead the party to Carloโ€™s prison beneath Imirielโ€™s church. A single feather descended as he knelt, a soft seal of divine acknowledgment, not of forgiveness, but of purpose yet unfulfilled. The party, raw from betrayal and aching with hope, chose action over doubt. Carloโ€™s story was not over.

Guided by Elaric, they found their way to the forgotten church, a place quiet in distance but thrumming with foul magic. Outside its sealed chamber, the air pulsed with corrupted essence. Elaricโ€™s face twisted between fury and regret as he realized the depth of his error. With trembling hands, he pushed open the final door, and within, Carlo hung in cursed chains, his light siphoned, his soul endangered. The party had arrived at the brink, and their next steps would not be taken lightly.



PDF adventure – Cleardraw Conspiracy



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Imiriel’s Fallen

Tonight we find ourselves face to face with Imiriel’s fallen high priests who believe whole heartedly that they serve their god and in the purity of their actions.

So grab a coffee, maybe some bolt cutters as we try to pry Carlo Cleardraw free in tonight’s encounter!


Imiriel’s Fallen

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The highpriests of Imiriel are mid-tier encounters for an adventuring party considering that there is two of them. Being able to hit a few opponents at once and to also, controversial, raise their fallen allies and call down flames from the sky, these enemies will make for a challenging encounter.

For D&D Systems

D&D Statblock for Highpriest of Imiriel – created in Tetra-cube.


For Daggerheart Systems

The above Adversary Stat blocks were sourced from the Daggerheart System Reference Document 1.0 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: Darrington Press CGL.

The Secret-keeper is what would represent the creature for tonight. They are strong leader adversaries that can summon a hound pack to keep their enemies at bay. I believe they would start with a few shadowy-demon hounds at the edge of the room to act as watch dogs before the party truly engage them. The Secret-keeper continuing to spotlight the demonic hound pack where possible to generate fear a could be a very strong opponent.

The challenge here is not having two minor demons show up if you have more than one secret-keeper. I’d thematically have it that they both just fall and summon a single demon and give it some slight buffs to make it Tier 2 – or keep it as it is. The hounds and the demon will be enough for most.



Thanks for visiting tonight for another set of updates for this weeks adventure featuring some additional Daggerheart content. Don’t forget to come back over the weekend for more updates and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Imiriel’s Forgotten Church

Tonight the party venture into Imiriel’s Forgotten Church to rescue Carlo Cleardraw. But are they too late to save the twice blessed warrior?

So grab a coffee, maybe a bottle of holy water as we check out tonight’s map!


Imiriel’s Forgotten Church

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Imiriel’s Forgotten Church – Created in Inkarnate.

The pulses of foul magic can be felt from outside the doors at the end of the tunnels and the conflicted look of concern and rage danced upon the clerics face as he realised the error in what he was taught. Pushing against the doors he opened to the chamber where Carlo Cleardraw was suspended from chains as dark magic ripped essence from his chest.

Imiriel’s Forgotten Church – gridded – Created in Inkarnate.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Summers Clasp

The adventuring group known as the Summers Clasp were the last to travel and adventure along side Carlo Cleardraw. They also have something to hide, well one of them does, and their account doesn’t feel right.

So grab a coffee, maybe a note pad as we listen to the potential last moments of Carlo Cleardraw in tonight’s adventure!


The Summers Clasp

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The Summers Clasp adventuring group- Created in copilot.

The templeโ€™s inner chamber had quieted, its enchantments holding outside sound at bay despite the coffin being up righted and the doors opened again. The party stood in a small alcove flanked by stone reliefs of celestial victories, carved in the days before Carlo had earned his name among them. Three of the coffin bearers remained behind, separated from the crowd. They all wore the signs of recent travel: scraped armour, worn cloaks, and exhaustion that ran less deep than their grief.

The party and the trio were shown to a small room and given some wine to help calm their nerves. After a few moments the warrior spoke first, his voice cracked and low. He was broad-shouldered and thick-necked, but his posture betrayed no pride. ‘I owe him everything,’ he said, eyes fixed on a point beyond the party. ‘Two weeks ago Iโ€™d have bled out in the Obsidian Pass if he hadnโ€™t thrown me out of the fireโ€™s path.’ His fingers curled into fists. ‘He was still strong then. Still himself.’ He offered no answers, only admiration, and the kind of quiet that comes from watching a living legend fall.

Beside him, the young dwarf rogue stared down at her boots, her voice no louder than the wind through the stones. ‘He made me see I could be more than a shadow in someone elseโ€™s tale. Even when I broke ranksโ€ฆ even when I failed.’ She quickly rubbed her sleeve across her eyes. ‘He pulled me out of that ruin when it collapsed. Didnโ€™t hesitate. Just smiled and said Iโ€™d did a good job at finding scouting ahead.’ She couldnโ€™t look at the party.

The older cleric stepped forward, adjusting the mantle over his weathered robes. Unlike the others, his expression held something unreadable; composure honed from years of preaching his doctrine. ‘I saw him fall,’ he said, his voice catching lightly, ‘we were deep in the wizardโ€™s sanctum. The air was thick with enchantment, and the wizards apprentices stepped through the plane like shadows.’ He paused, carefully. ‘One of them, one I believe, cut him across the chest with a dark red dagger. Iโ€ฆ I thought nothing of it until now as he was so strong and he stood and he was the twice blessed. Nothing could have killed him. That’s what I thought at least.’

The trio exchanged glances, their thoughts echoed across their faces; splintering under the weight of the clerics words. If Carlo, twice-blessed, had truly been struck down in combat by some form of cursed blade and dying later from wounds that had unimpeded him, not phased him until after they had all returned. Guilt crept in uninvited, winding through the silence as they all felt like they could, no should have saved him from the blade if they were just a bit more. Their shoulders sagged. Their hearts, already shaken, began to fracture visibly in their expressions.

But the cleric; whose god was not Auronel nor Vorthuun, held up a hand. His voice grew gentle, almost rehearsed. ‘There is a plan for all of us. Perhaps not ours to understand, but shaped nonetheless. I just hope that the plan with Carlo finds meaning.’ He stepped back slightly, squeezing the shoulder of the dwarven rogue, allowing his words to settle. ‘The blame doesnโ€™t belong to you. We all stood with him. And we all lost something, we all did something wrong in that quest.’

And yet something lingered. A flicker of restraint in the clericโ€™s tone. Though the party largely accepted his account, unease remained. His eyes had flinched too briefly when describing the wound. His certainty sounded practiced. Whether it was grief or something else left unsaid, the party could not be sure. But in that moment, they held to his reassurance as a fragile shield against what truly gnawed at them: not just that Carlo was gone, but that they had no idea how, or why.


Thanks for visiting tonight for another update for this weeks adventure. Don’t forget to come back the last few nights this week to make sure that you don’t miss anything that happens with this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Funeral Procession

This week we have a bit more of a sombre kick off to this weeks adventure with a funeral procession that takes quite the twist. But tonight is just the tip of the iceberg in this weeks adventure and the outcome is not something you’d expect.

So grab a coffee, an extra one hundred foot of rope as we dive into tonight’s adventure!


The sudden death of the hero twice blessed by the gods came to a shock to not only the entire populace of Cleveral but to the party as well. Having defeated armies, slain demons, devils and all matter of undead single handed ,Carlo Cleardraw was a force to be reckoned with and even the high priests of the holy city of Cleveral had asked for his help.

That is why his death was such as shock, but not as much of as shock as discovering the casket that bore him to his final resting spot being empty. Now there is a mystery to be solved and there is not much time before it’s too late to find the truth.


Funeral Procession

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Funeral Procession – created in Copilot

The streets of Cleveral stood hushed beneath a veil of mourning. Silks of blue and gold fluttered from archways and balconies, colours sacred to the gods that had twice blessed Carlo Cleardraw. The city’s grand procession moved slowly through the cobbled main avenue, lined with citizens who whispered prayers and scattered petals as the coffin passed. It was a solemn tribute to a man thought larger than life; a blade against darkness, a symbol of divine favour and a voice of the people and all that was good in this world.

The party moved silently behind the casket, their heads bowed though their eyes watched everything. Each of them carried the weight of a shared past with Carlo, and now, the crushing disbelief of his sudden death. The temple of Auronel stood at the end of the street, its spires carved with constellations and celestial script, glowing faintly in the twilight. The casket was to be laid before the altar of memory, blessed by the high priest, and finally sealed beneath the temple’s sanctified crypt.

Inside the temple, candlelight danced over polished stone and sacred relics. Only a chosen few were permitted entry, the party among them, alongside a handful of Carloโ€™s closest confidants and comrades from previous adventures. As the procession moved forward down the nave, the casket wobbled as the bearers grief echoed that of the populace of the holy city. The wobbling was slight at first until one of Carloโ€™s old companions faltered as they misjudged a a step, dropping their end of the weight with an audible cry of shock and horror. It struck the dais with a hollow thud. The lid split open to a chorus of alarm, fear and sorrow echoing out.

Gasps echoed off the temple walls, rising sharply as shadows peeled away to reveal an unbearable truth: the coffin was empty. Panic surged; a hush of reverence torn open into a cacophony of confusion and fear. The high priest of Auronel, silver-robed and wide-eyed, rushed forward. With a gesture and a sacred phrase, the temple doors slammed shut behind the gathered mourners, sealing the interior with divine command.

A murmur of enchantment suffused the room, binding secrecy to every tongue present and sealing away magic until the prayer was rescinded. The high priest raised his hands, voice trembling yet resolute, as he implored all those present, especially the party, to uncover the mystery. ‘Carlo would not fall to fang or flame,’ he said his soft and kind face looking between the coffin and those gathered – Carlo’s trusted few, ‘nor to illness, nor curse. No blade in this world could find his heart not even if he welcomed it. The gods that blessed him would not have it.’

The implications hung heavy in the charged stillness. Had Carlo truly died or had something older, stranger or twisted stolen his body before burial? If it were a deception, then for what purpose? If it were a theftโ€ฆ then by whom and for what purpose? The party glanced between one another, each wrestling with disbelief.

Whispers rose as the high priest lifted his staff, the head shaped in twin sigil’s, one for Auronel, god of grace and healing, the other for Vorthuun, deity of judgment and fire. These were the patrons who had marked Carlo Cleardraw in life. Twice-blessed, they called him, the champion of both mercy and wrath. To all gathered, his death should have been impossible. Yet here they stood without proof which or either way.

The priest turned slowly, his voice echoing across marble and stained glass. ‘Auronel does not abandon chosen souls to the silence of the void,’ he declared, ‘and Vorthuun suffers no theft of fate.’ That Carloโ€™s body was gone, vanished without trace was not merely sacrilege; it defied the edicts of two divine powers whose marks cannot be simply erased.

A subtle pressure filled the air, as if the temple itself recoiled from the implications. Golden light from the suspended sunstones overhead flickered, dimming as a breeze stirred though the sealed chamber, wind without source, whispering through robes and curls. It carried a voice, fractured and low. Not all heard it, but those attuned to the arcane felt it hum within their ribs. It was not grief that lingered here. It was contradiction.

The party moved closer to the casket. Some stared as though expecting Carlo to appear within it after all, as if the gods might rewind reality. But all that remained was a trace of ash and a single feather, luminous and pale blue. Not angelic, but deeply sacred, an echo of Auronel’s presence, known to manifest only at moments of ascension or divine refusal. It was not left casually.

A member of the casket bearers knelt, touching the feather, and for a breathless second, everyone felt the echo of Carloโ€™s voice. Not speech, not memory, but a feeling of unrest. He was not at peace. The high priestโ€™s gaze sharpened. ‘This is not the end of Carlo Cleardraw,’ he said quietly with a sigh of relief which then turned dark as Vorthunn’s influence flickered like an ember. This sign was not as reassurance but as warning of the time ahead.


Thanks for visiting for another start of the week adventure kick off night. Don’t forget to come around for more adventure crafting tomorrow and the rest of the week as we continue to grow and expand this adventure into something memorable for our parties. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Hidden Well

Now for the next Zine of the year I present, in single page zine format, The Hidden Well. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, The Hidden Well, and that all your rolls are made with advantage.


The Hidden Well

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The Hidden Well – Created in Copilot

From the dusty road into Solbrook, the party spotted a crowd and a rough tent city mushrooming out by the edge of the farmland. News had spread like wildfire, some ancient thing had been uncovered beneath the wheat fields and people swarmed in chasing coin, knowledge, or the thrill of something big. Scholars flocked in to gawk at a hundred-foot statue, unlike anything theyโ€™d seen before. Locals threw up shelters and ramshackle stores to handle the surge of visitors. And adventurers, much like the party themselves, arrived drawn by whispers of treasure dangling just below the surface.

The makeshift village around the sinkhole had just about everything a hopeful wanderer could want. A cluster of tents behind a fence acted as a cheap inn where even a few coins stretched far. Market stalls bustled with gear, rations, rope, parchment or anything youโ€™d need for a delve into the unknown. And down one crowded lane, the party found themselves drawn to a big red tent pitched by the Scholars of Yole. They were calling in seasoned adventurers to crack the first sealed chamber. There was solid coin for stepping up, and talk of steady work for anyone who could prove they werenโ€™t just swinging swords for show.

The interior of the large red tent was nothing short of chaos; towering shelves crammed with scrolls and trinkets doubled as walls, dividing beds for the Scholars of Yole. At the heart of it all sat a young dwarven man at a desk, briskly taking names and occupations before offering coin to would-be adventurers. He laid out the deal clearly: ten gold a day, more if blades clashed or bones broke, and a finders clause granting rights to any non-crucial relics uncovered during exploration. With the way in newly breached, the scholars were eager to hire seasoned help and the party had arrived right on cue.

Over the next two days, the party led the way as scouts, helping the scholars navigate the buried ruinโ€™s booby-trapped halls and crumbling chambers. While the first room glittered with valuable relics, the deeper they ventured, the more decay and rot took hold, until they stumbled into a room that was strangely pristine. With no mould, no rust, and no dust, it stood in stark contrast to what came before. Then came another immaculate room, its trap already sprung yet untouched by time. Something wasnโ€™t adding up, and the sense of unease began to gro.

After securing their modest haul and settling in for the night, the party was preparing for rest when alarms shattered the quiet. Sprinting toward the commotion, they found a crowd clustered around a fallen guard near the statueโ€™s rope ladder. His body showed clear signs of burns and further evidence of scorched clothing and warped armour could easily be seen. Yet the cause of death was announced as drowning. A pool of strange liquid had spilled from his mouth, now carefully stored in a scholar’s vial. With no signs of an attacker, magical discharge, or nearby creature, the scene was deeply unsettling. Investigating the area, the party spotted scorched rope and another ominous pool of liquid at the base of the ruinโ€™s entrance. Something had either fled inside or emerged unseen

The party, grim but resolute, returned to the spotless halls that had first stirred suspicion and began their search. A trail of liquid travelling through the halls seemingly the only thing that indicated anything that had passed through this area. These rooms, eerily untouched by the decay surrounding them, felt too perfect, too preserved. As they pushed deeper with a handful of scholars in tow, a soft dripping noise caught their attention. Heads tilted back just in time to witness a thick glob of jelly-like slime drop from above, splattering across their shoulders and arms. It burned as it touched skin, acidic and alive; A sudden, vicious contrast to the sterile quiet that had lulled them into a false sense of safety.

The party followed the halls and rooms and eventually stepped out from the polished hallways into the yawning mouth of a cavern that swallowed sound and light alike. Stone platforms jutted out over a lake of thick, light green liquid that shimmered like oil under torchlight, ripples pulsing from nowhere and yet everywhere. The air hung heavy with the scent of rust and something far older. At the far end, half-shrouded in steam rising from the lake, loomed a massive metallic figure; humanoid in shape, but twisted with wrongness. Pocked and scarred across its surface, it loomed still and watching, with metallic pseudopods frozen mid-reach from its torso, as if caught in the act of crawling free.

The adventurers crept forward, each step echoing off stone as they traversed across the slippery raised platforms. Below them, the water stirred; slow and deliberate, responding to their presence. The statueโ€™s form appeared cast from once-polished metal, now streaked with the same green liquid that coated the cavernโ€™s depths. Droplets slid down its face, giving the impression it was weeping, and under flickering torchlight, the tentacle-like appendages seemed to writhe. As they approached, the viscous water began to gather, slithering into itself, pooling and reshaping. Somewhere behind, a scholar whispered a prayer. Ahead, the silence fractured as water rushed and a creature coalesced, dripping from the statue in a perfect mimicry of its monstrous form.



PDF adventure – The Hidden Well



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Solbrook’s Environment

Tonight we are investigating Solbrook’s Environment and we start off with the ruins and the Ooze Temple itself. While I continue to create a little repository of environments to use I focus on reuse where possible and the mechanics can be twisted to suit on other adventures pretty easily – which I like.

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


Solbrook’s Environment

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The Solbrook ruins have drawn the Scholars of Yole to come investigate the knowledge that the ruins may offer. With the party aiding in the search they may find useful secrets or even better – relics that explain what happened here. But be warned as there are traps littered through the rooms, the hallways and on the doors that smash, squish and pulverise those who get to close.

Further into the ruins where its danker and darker they might even encounter the cleaners of these rooms – oozes or slimes that search for food deep into the ruins as they creep outwards from the Ooze Temple.

The temple itself is surrounded by pools of slime and water as the creatures call not just the pools but the surfaces home and their hunting grounds. The largest of the slimes, those that create the others, call the pox marked – half consumed statue as their house and they defend it greedily. Which is a shame as the urns, boxes and other magically protected vessels hold items and wealth that would be a monumental find for anyone – let alone the Scholars of Yole.

The above Adversary and Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from the Daggerheart System Reference Document 1.0 and any likeness is the copyright of DRP, Darrington Press, who are the creators of the material (Environment Stat Blocks). This content was modified/created is licensed under the DRP Community Gaming License which can be found here: 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 end of week Zine and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Temple of Ooze

It’s not much of a surprise as many seasoned adventurers that dank, old placed house creatures most foul and the Temple of Ooze is no exception.

So grab a coffee, maybe a good club or some fire to combat tonight’s encounter!


Temple of Ooze

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Temple of Ooze – created in WordPress.

For D&D Systems

D&D Statblocks for Black Pudding, Gelatinous cube, Gray Ooze – created in Tetra-cube.

The Gelatinous cube appears in the rooms that have been cleaned from yesterdays map night. After dispatching the large cube the other oozes will come out of the water when the party enter the larger chamber. The Black pudding has feasted on the large statue but caused it to become fully corroded with large holes appearing periodically throughout it.

The oozes are all blind within 60ft so they are ambush predators that don’t move until food is near by. This means there will be more of them the further the party stray from the path so balancing the encounter could be difficult if realism is desired.


For Daggerheart Systems

The above Adversary Stat blocks were sourced from the Daggerheart System Reference Document 1.0 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: Darrington Press CGL.

The green oozes would live in the buildings and the water but I would have the Red oozes live in the statue and come out when the party is close. Starting combat hidden before they attack from hiding after activating slowly. They are slow creatures so having more of them prepared and enter the battlefield through an environmental action is a good way to spend fear to keep up the pressure and pace of the encounter, within reason of course.



Thanks for visiting tonight for another set of updates for this weeks adventure featuring some additional Daggerheart content. Don’t forget to come back over the weekend for more updates and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe