Hook, Line and Sinker

Welcome to another night at my tabletop where tonight we find our parties drawn in hook, line and sinker into another adventure. But this time its different. An rude and arrogant noble, a drink mix-up which leads to an assassination and all from the party ordering another round of drinks.

So grab a table, avoid the drinks tonight but let’s feast upon tonight’s adventure!


A relaxing stint on soft beds amongst civilisation is what the party had come to Oscowl for but quickly they realised that it may be too much to ask for. As the party sit in their tavern and watch as the barman brings over their drinks a series of events not only quickly draws attention to them but to everyone else in the tavern. An assassin nearly killed them and killed a notable nobleman and mage who frequented the tavern.

With the death of a noble bringing more scrutiny and as tension increases can the party find the would be assassin before another dies or will the true target of the murderer be revealed.


Hook, Line and Sinker

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Ikob Thunderdash – Created in Nightcafe.

The crescendo of the bard’s song ended with a scattered cheer and applause as the party sat, fed and content at one of the booths that they had haunted for a few days. After many adventures they had come to Oscowl โ€“ a hub city where work was everywhere and so were places to spend hard earnt gold. For this band of adventurers the promise of a comfortable bed and a place to spend some of their hard earned gold was what brought them and the food and drink of the Mutter-butter tavern & Inn was what was keeping them here.

As they went over their plans for tomorrow they signalled one of the workers near the bar for another round of drinks. The friendly half-elf acknowledged their order before a booming โ€œHow dare you!โ€ shot through the room. The party looked towards the source of the outrage and found that Ikob Thunderdash, a noble with a non-insignificant amount of magical prowess was pushing a man away from his table where not one, or two but three scantily clad ladies were sitting with him.

โ€œI have warned you once to not encroach upon my businessโ€ Ikob called out as he stood menacingly upright. The man in front of him looked confused and terrified as he shuffled backwards, raising his hands and apologising.

โ€œI am sorry. I didnโ€™t know it was your table, Iโ€ฆโ€ he began before being pushed backwards. The man looked left and right as he stumbled โ€“ his milky eyes scanned for where his table was as he stumbled backwards. The young half-elf barman appeared and caught the man. โ€œSorry about that. Easy now old friend, Iโ€™ll show you to your table.โ€ he said.

โ€œFetch me another drink at this moment and Iโ€™ll forgive this establishment for its lack of respect for the nobles of this city!โ€ Ikob called to the swoons of his companions and the mutterings of the other patrons. The barman nodded and agreed but focused on getting the old blind man back to his own table. Ikob muttered a few impolite comments to the delight of his companions.

A few moments later the barman was walking back to the parties table carrying a tray of drinks to them. However as the barman got near the table a few incantations saw the tray of drinks drift over to where Ikob sat. โ€œAh I knew you wouldnโ€™t be getting drinks to someone other than me firstโ€ he said as he laughed and started drinking from one of the goblets. As the barman stomped away to get another tray of drinks to the party Ikob suddenly coughed, stood up holding his throat before writhing and screaming in pain. The table knocked over, the girls he was with screamed and within moments he lay on the floor, blood pooling from his eyes, ears and mouth.

The Tavern was quiet for a moment before the first screams and cries erupted. The party looked at the spilled drinks, the dead noble and the other people within the tavern. Something tells them that they won’t be having any more quiet days in this city any more.


Thanks for joining me tonight for the first of a change in pace this week. Instead of a big adventure defending princesses, infiltrating cultists or seeking out Dryads this week there is an assassin on the loose. So don’t forget to come back daily to follow along with the new content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Lost Horde

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

As always this adventure can be used system agnostic but focuses on D&D so please feel free to adjust to what ever system and the creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for the creatures found in this adventure.

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


The Lost Horde

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The Skipping Sailfish – Made in nightcafe.

The ship had bobbed up and down for a few weeks now on the seas. The crew and captain had turned out to be as experienced as the party had been told. The journey had not been difficult or dangerous with the exception of sighting something monstrous swimming at the surface of the sea – which the crew did well to avoid.ย 


The Ruined Tower – Created in nightcafe.

The next morning the party were charged with helping to gather supplies and odd jobs for the villagers. The supplies were then given to the Party and sailors as thanks for the oddjobs and at night they feasted around the fire again.ย After a long day of loading the ship the party sat down to rest and watched the ship bob up and down in the waves. They hadnโ€™t seen the Mirage Fish again since the first night but they had frequently cast their gaze towards the keep.


As the party silences the first skeleton they notice that a single golden coin falls out of its shattered skull which glows a dull green as it hits the water. As the other skeletons fall a similar golden object, bracelet, earring, coin, ring and the like also fall into the water. Soon other lights appear in the water beneath their feet as the battle rages on. Soon the entire inside of the broken keep is glowing with light and the party can feel this throbbing arcane energy attempt to wash over them as the light glows upon them. 

โ€œThe Treasure. Itโ€™s the reason these lost souls are cursed. I should never have come to this place!โ€ Turk calls at some point during the encounter before climbing up and out. He at least throws a rope down for the party members as he runs off.


PDF adventure – The Lost Horde



Thanks for joining me today for another Zine this year. As usual there is a lot more in the Zine than there was in the daily updates on this blog – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Lethal Combo

Now tonight we answer the question of how dozens of guards were slaughtered without anyone knowing, the answer? A lethal combo. Tonight we get introduced to the Hobgoblin Shade – a hobgoblin trained in magic who uses it to sew chaos on the battlefield and for certain, specific tasks – such as supporting their warlord in combat.

So let’s check the corners of the room and maybe play at the tabletop with a few extra lights tonight. But first let’s sit back, grab a coffee and roll into tonight’s content.


A Lethal Combo

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Hobgoblin Shade – Created in tetra-cube.

A Shade by many names is something that generally means stealth, deception or the dead. The Hobgoblin shade embodies all three things with their magical prowess and ability to strike out of the shadows. But if there is no shadows and no way of stealthily executing their warlords plans the Hobgoblin Shade supports the battlefield by sewing subtle misdirection and complete silence into the plan.

These elite agents are not the strongest of fighters but they are lethal nevertheless and parties should, and do, fear the Hobgoblin Shade when they are rumoured to be embedded in a warlords army.


That’s it for this week. A short update with a new stat-block to bring to the hobgoblin arsenal. A few years back I made Hobgoblins, Oni, the main attack force of a big-bag and this week we have them front and centre again. But that’s not all for this weekend as we wrap it up with a Zine tomorrow which you wont want to miss. So don’t forget to come back for that tomorrow and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

General Kazak Gorkai

This week see’s the infamous General Kazak Gorkai enter the battlefield to challenge the party to a fight. However he is never alone as he brings with him his Hobgoblins, Orcs, Goblins and war-beasts to the fray to hound and wear down his foes before coming in for the killing blow. But that is not all who stalk the fields as another waits and watches.

So let’s not delay in grabbing a coffee, sitting down so we can roll into tonight’s adventure!


General Kazak Gorkai

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General Kazak Gorkai – Created in Tetra-cube

There are many generals in the hobgoblin race as they are the most tactical and militant of the goblinoids. But General Kazak Gorkai is something special. Turning his martial prowess into a brutal and efficient art form there are few who can match him in the blade. Due to this and his ruthless command of other goblinoids he rules with little competition on the battlefield.


Hobgoblin, Orc, Goblin and Worg – Created in Tetra-cube.

The shock troops, grunts and fodder of the army are the Worgs and hobgoblins, Orcs and Goblins – in that order. Loyal isn’t the right word for them as they are more scared of what Kazak will do to them than they are of what the enemy will.


A bit of fun with the potential to up the ante this week with Kazak joining the fray. This weekend I will continue to bring you more tabletop content so don’t forget to come back. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Attack on the Princesses camp

This week we have the adventure revolving around an attack on the Princesses camp and the aftermath of finding the princess gone. So with the adventure progressing from last nights revelation on the hobgoblin threat we need a bigger battlefield for this. As an A2 sheet of paper in size means that it can be printed off (even over several a4 sheets of paper) as well as being large enough for long lasting battles.

So hold onto the reigns once more as we launch into tonight’s adventure.


Attack on the Princesses camp

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Large Camp attacked – created in Inkarnate

Trees, tents, camp fires and a wagon or two line up tonight’s map. This provides ample room to hide, sneak and get cover from the flurries of arrows that fly onto the battlefield and into the party’s ranks.

Its a rather deep map tonight with the objective being the wagon that Sal steers taking off across the map and being hounded by goblins, orcs, hobgoblins and Wargs as they try and flee with the goods within the wagon.


Like with last week a few overlapping textures at work here, different shades of grass, dirt and different sizes of the texture too to try and give it a blended feel. Trees make up the edges to give consistency in the forest as well as the same three main tent styles. The bed rolls set to have 30 degrees random rotation means that there is some variance there and some wineskins and pans make it look like the camp was lived in recently.

But that’s all it is tonight. Two A4s wide and two high makes printing it achievable on smaller home printers or at print-shops.


Thanks for joining me for another map night but don’t forget that the week isn’t over yet. So don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Hobgoblin Threat

This week moves on to find out a surprising revelation as the hobgoblin threat approaches. But there is a revelation with the hobgoblins which causes this weeks adventure to escalate further and the mission changes quite rapidly.

So let’s sit down, grab a coffee and meet this threat head on.


The Hobgoblin Threat

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Search parties departed and followed the infrequent and nearly non-existent tracks left by the attackers. After searching the bodies they found a mixture of goblins and orcs had been amongst the bodies. However the injuries on the bodies of the guards were too accurate and efficient for normal goblin and orc swings.

As the party guarded the wagon Sal looked nervously around and several of the Iron Harvest guard leaders spoke to her in hushed whispers. The Wagon was filled with thousands of gold pieces worth in weapons and armour and the shock of the attacks from the night before and the mystery in how no one in the camp had heard what had happened had the camp nervous.

However as the sound of thundering hooves reached them from between the trees nearby as muffled shouts came. A horse burst from the trees only two hundred feet from where they stood and they saw that it was one of the scouts riding back. The man was barely holding onto the reigns of the horse as it powered towards the camp. “We are under attack!” the man called as an arrow whizzed past him and buried itself in the dirt.

Soon the figures of hobgoblins appeared at the edge of the forest as a volley of arrows reached the back of the guard, his face contorted into a silence scream as he fell from the horse who rode past the party – stumbling from both exhausting and a few arrows that had missed the light barding of his coat.


Soon the hobgoblins were rushing forward, goblins and some orcs were amongst their ranks but it was clear that the hobgoblins were in charge and that they had orchestrated the attack last night. As the guards clashed with goblin, orc and hobgoblin the party fended off a few creatures as arrows crashed against them and the wagon. Soon the guards were falling back and a gap emerged between them and the wagon. Sal drew a blade and a small shield from next to where she sat and she joined the party. After a moment several other guards, all experienced captains ran to aid in the defence of the wagon.

โ€œSurrender the princess, enough of this trickery. Give her up and spare your lives!โ€ a lean, well armoured hobgoblin called from the front lines of the battle. As he called, several guards rushed at him, cursing and rejecting his offer. A few swift sword strokes saw those guards lose their heads with deft, deep blows.

โ€œSal, we need to retreat. Get on the wagon and letโ€™s get out of here.โ€ one of the guards called. Nodding but hesitant Sal climbed into her seat, the party grabbing onto the wagon as they dashed away, some guards throwing themselves at the attackers who gave chase.

โ€œStop that wagon!โ€ roared the hobgoblin leader as the sounds of horns mixed with the blood chilling sound of guttural howls as the outriders of the hobgoblin army rushed forward to cut them off. The sound of crashing armour, breaking bones and howls of pain from goblins, beast and man heralded that they were not quick enough and soon worgs were circling them, waiting for the signal.


The next step in this adventure, the source of the attacks, the mastermind behind the assaults and the precise brutality of the hobgoblin leader. But don’t forget that we wont stop there and we have a few nights to go. So don’t forget to come back each night this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Caravaner

A long journey can be quite lonely when you are with people you don’t like who those who don’t like you and for the caravaner this is even truer. There is safety in befriending those you travel with even if they are paid in protecting you as accidents are a frequent occurrence in the line of bodyguarding. However these ‘accidents’ are less likely to occur if the person guarding you likes you. So on that note tonight we meet Sal, the friendly caravan driver journeying with the party this adventure.

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


The Caravaner

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Sal: Caravan Driver – Created in Artbreeder.

Gathering around one of the many campfires Sal laughed and drank deeply from the Tankard she had poured herself. The Princess had brought with her several vast kegs of ale and had opened them when they stopped. The guards who were not on duty were guarding the princesses wagon, which no one had seen her yet as she remained inside her wagon.

As Sal laughed and joked with the guards several of them attempted and failed to flirt with her as she gently, generally with humour, declined their advances. A few stern looks from the caravan captains made the men move on quickly enough if they didnโ€™t get the message. As the night went on and the feasting died down the party returned to their tents and bedrolls and soon only the occasional noise from the guards could be heard.


Sometime in the early morning the party woke to complete silence. Positioned not far from the princesses wagon – and thus the guards this was an abnormality from the previous few nights. But there was a feeling of wrongness that crept through the camp and across the tent as if the air itself was trying to retreat further away from some unseen miasma.

Leaving their tent and bedrolls the party looked around the camp to find that not only the camp fires had been extinguished – many with guards passed out where they sat the night before but the torches and braziers had been too. Moving swiftly through the camp after drawing and donning their arms and armour they discovered on the other side of the wagon a bloody battlefield. Bodies lay strewn about the grass and chopped up soil. Humanoids in dark leathers and clothes littered the dead guardsmen who had died in a circle in front of the princesses wagon – which stood there with its heavy set doors ripped open.

Soon people who woke in the wake of the party moving through the camp joined them and the cries of alarm drifted through the camp. Guards raced from tents, wagons and where they fell the night before to begin lighting torches and forming a perimeter as they investigated the invaded wagon. Clothing lay strewn about the floor of the wagon where cupboards had been ripped open. A small secret compartment lay chopped into and a chest lay half full of gold and jewels lay cascading down from a padded seat. 

The princess was nowhere to be found.


Thanks for joining me tonight and exploring what, could and should be, a familiar scene for many of us. But maybe not and tomorrow night we will investigate further what this weeks holds in store for us. So don’t forget to come back each day this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Iron Harvest

An elaborate rescue mission, a client who isn’t what they appear to be and danger on the road. Must be the yearly iron harvest. This week we dive into a different kind of adventure but not one that we haven’t faced this year already. The escort adventure has to be one of the more popular and frequent jobs that are given to adventurers but it has a whole range of possibilities.

So find a seat, grab a horse or risk walking this week as we sit, ride or walk into tonight’s adventure!


The council of steel is responsible for providing the finest weapons and recruits into the Royal Military guard each year and this year they went big. The princess herself is travelling as part of the Iron Harvest – a caravan crew that has made exclusive rights to ferry the valuable harvest of materials and recruits along the Ferrous highway.

However they carry another precious cargo, the princess of the realm also travels with the caravan and the new guard recruits first order of business is to see she is escorted safely. But when trouble arises something is amiss and where are the party? Where else – at the centre of it all.


Iron Harvest

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Iron Harvest Caravan train – Created in Nightcafe.

โ€œSteady as we go boys.โ€ The wagon driver said as they started to go down the hill into a valley. She had been talkative with the Party since they left Luistira and had been the source of many jokes and comments about the surrounding lands since leaving the city walls. โ€œMy father used to take me riding through these lands when I was younger. Said it was important to know the lands around where we live.โ€ she continued as she looked fondly at a lake. โ€œWe caught many fish in that lake one year. I remember once he caught a pike so large that he was pulled into the lake. My Uncle called him Carp-head for many months after.โ€

The party had been hired by the Iron Harvest, a caravanning company that was the exclusive supplier of royal arms and guard recruits in the land. The caravan however had a special guest, which drew unwanted additional attention. The Princess of Luistira rode up ahead in her carriage as a final test to the new recruits. โ€œWhat do you think of the new Guards?โ€ Sal, the wagon driver asked the party as they watched the dozens of guards walk or ride around the princesses wagon. โ€œThey donโ€™t look ready for the real thing yet. Hopefully they won’t have to see that for quite some time.โ€ she added thoughtfully.

As they continued onwards the party thought they heard a distant shout to the east, but there was nothing that way except for a few farmers who stopped and waved at the caravan as it passed. A few of the other mercenaries and guards looked over and waved as they passed by and continued on the road. It would take another two days of travel, three if they stop to rest for the full nights before they reach their destination. Then the party would escort the empty caravan back to Luistira and the majority of the guards would stay with the princess in Kowal.

But there was a strangeness in the air, something that bode poorly and as they moved along the wooded road there were infrequent signs of other travellers, creatures and even beasts that littered the surrounding woods. Something that drew the attention of the party and some scouts but it was infrequent, disjointed and some of it purely bizarre which resulted in the men and women shrugging it off as coincidence.


Week twelve is here and it brings a escort mission with a twist. But that will be revealed later this week as we continue to expand upon this weeks adventure. Don’t forget to come back daily to stay on top of the new content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Queens Tomb

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

As always this adventure can be used system agnostic but focuses on D&D so please feel free to adjust to what ever system and the creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for the creatures found in this adventure.

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


The Queens Tomb

408SuQuTo

The Den of Thieves – Created in nightcafe.

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

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

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


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

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

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

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

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

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


The Dead sands at night – Created in Nightcafe.

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

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

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


PDF adventure – The Queens Tomb



Thanks for joining me today for another Zine this year. As usual there is a lot more in the Zine than there was in the daily updates on this blog – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dangerous Storage

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

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


Dangerous Storage

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

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

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

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


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