The Crakenburg Carters

The farmers of Crakenburg are a hardy bunch but none are as resilient as the Crakenburg Carters – the group that manages the carting of hay out of Crakenburg and beyond. These militia-farmers are a strong and durable folk who have trained in military tactics for years. However they are still not as strong as trained adventurers and regular warriors.

But before we get into that let’s grab a coffee, sit back and roll into tonight’s adventure!


The Crakenburg Carters

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Kevin Bruce – Created in Artbreeder.

Kevin looked across the tables in the Lonely Goat and shook his head at the farmers who shook with fear. “We don’t have no choice. We need to cut n’ store the wheat now,” one farmer proclaimed as he sipped on his ale. Some farmers agreed, the tired ones who spent half the night shooing the locusts from the crops to no avail. “But half the crops aren’t ready yet!” another protested which was met with cheers from other farmers.

“Mine wont be ready for weeks. If I cut them now then I wont have anything!” another said loudly which gained both ire and support from the others. “Well if you don’t do anything about it you will lose it all. Damned if you do damned if you don’t” Reeves said as he looked up from tired hands. “We have two options. Burn them out or we get the help from the druids” he continued. This drew the quiet from everyone in the inn.

Reeve O’leary – Created in Artbreeder.

“I’ll do it. I’ll seek the druids out and if they won’t help us willingly I will make them!” Kevin called out as he stood up. He had listened to these farmers for hours now and none of them were taking any action. ” Standing up he slammed his third empty tankard on the table and stormed out of the inn. A few of the others, The Crakenburg Carters, stood up to go with him and with a group of five they left to seek out the druids for help.


That’s it for tonight. Thanks for joining me tonight to meet two of our NPCs for this week, there may be more to come. Don’t forget that the next few nights we expand the adventure so don’t forget to come back each night this week and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Swarm

Another week has begun and we have a little village nestled amongst the mountains and forest who will be facing off against the swarm of hungry foes this week. But do not be afraid because as luck would have it we have a party of adventurers who have come to Crakenburg in the nick of time.

So take a load off your tired feet, grab a coffee, let’s sit down and roll into tonight’s adventure!


The problem with farming has always been the land required to create those crops and feed those beasts. Crakenburg finds itself at the foot of mountains and nestled amongst the rough wilds around it and it has had to prove itself stubborn and durable enough in the past to earn its place in the world.

But not all of nature’s wilds share this sentiment. Despite the rock slides, ambushes and raids from orcs and gnolls, earthquakes and worse, nature still demands a toll to pay. As the village prepares for its harvest festival where they harvest the wheat and straw darkness descends on millions of wings.

Will the adventurers be caught in the crossfire between nature and the village or will they find a way to divert the ravenous swarm?


The Swarm

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Crakenburg Fields – Created in Nightcafe.

The sun set down behind the Crakenmoore mountains as evening spread its tendrils of restfulness across the valley beyond. As shadows from the mountain mingled with the shapes of trees, rocks and buildings the people of Crakenburg hurried to usher their animals within the large barns as oil lanterns were lit across the village’s streets in a mimicry of the sun’s warm embrace.

As Reeve O’leary finished locking up the barn with his pigs safely within he moved contently across his paddocks and watched as a distant flock of birds took flight from deep within the Ironwood forest as dusk began to fall. The vast fields of wheat lay before him, the result of a hard season of labour and good weather which he could only thank the druids for. The stalks swayed in the cool breeze that descended from the mountains and as he looked outwards at the village he could not help but sigh with contentment.

The distant watch tower already had people watching over the plains around the valley. Over the years orcs, gnolls and other roving raiders had caused trouble for the village. Last year though they had an earthquake that shook great chunks of mountain down, crushing houses and flattening crops and animals alike. However they had recovered and shown their durability. As the flock of birds weaved through the dusk sky the way they moved drew Reeve’s attention. Soon he was having to squint as the distant sound of thrumming wings could be heard. 

Slowly like a cloud, the once-birds-now-creatures descended towards the crop of wheat next to his and landed amongst the stalks. The sound of chirping, flapping-skittering wings and thrumming could be heard as the creatures feasted on the crops. A few of the creatures flew into his paddock and he crossed the wooden fence to go and investigate. Pitchfork in hand he approached the buzzing creatures but it would do little for him as a large locust the size of his hand jumped out and landed on his pants. Crawling up his leg and chirping soon more were jumping towards him and he turned and fled. 

The creatures hung onto him for a few strides before sharp and aggressive swats dislodged them. As he ran towards the Tavern, the Lonely Goat, he looked down at his hand where he had grabbed one of the creatures. The still twitching corpse of the locust lay in his outstretched fingers as the other farmers, merchants and guards fell in to gaze upon its rigid ugliness. 

“The paddocks are filled with them…” Reeve got out as the others looked between it and him. “Hundreds of them. Chewing on the wheat…” Soon several farms were taking large sticks, swatters, to go and investigate the fields. The locusts were gone but a large portion of the wheat field they landed in was also missing. They would need a miracle, or a brave group of adventurers to travel into the Ironwood forest to request aid from the Druids of the woods.


Thanks for joining me for the start of another week of adventuring. Don’t forget to come back each day this week as we expand this adventure. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hunger at Hawkcreek

Tonight and I have created a zine, the sixth 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, Hunger at Hawkcreek, 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, Hunger at Hawkcreek, and that your rolls are made with advantage.


Hunger at Hawkcreek

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Hawkcreek Main Road – Created in Nightcafe.

The Famished are a blight upon the existence of the living. Drawn to energies of excess and creatures fulfilling their needs and desires these creatures feed off the residual energy as a way of fuelling the fire that is their life force. Drawn to places of mirth and debauchery alike it is no wonder that inns, taverns and less reputable establishments can attract these creatures in the dozens. 

However such creatures can not exist without torment and so the taint of fear, misery and loss needs to be great to summon them from the planes. A cursed existence is what it means to be one of The Famished as they will nearly never become sated and will always want for more. 

Those Famished ones that do achieve a mote of contentment will become Sated, bloated and a new swollen form will appear. By consuming enough residual energy they can create a new form and in doing so a new being is created. However being a cursed creature it means that wherever they go the famished are drawn to them. As being sated means being filled with mirth, contentment and not being hungry for any more. So the Sated seeks out places to create the perfect situation to create a new stated one in the attempts that the famished that follow them like hungry gulls do not tear down the new form they have managed to create. 

This is the endless cycle of the Sated and the Famished ones as they seek, devour and destroy themselves for eternity.

This is the endless cycle of the Sated and the Famished ones as they seek, devour and destroy themselves for eternity. 


PDF adventure – Hunger at Hawkcreek



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 Sailors Tales

Tonight we gather around the table and listen to a sailors tales. Sailors bring stories from across the seas which are a collation of their own experiences as well as those from their passengers. Most sailors stories are just that, stories, but some have more than a mote of truth.

So without any further waiting, let’s sit back, grab a hot coffee and roll into tonight’s content.


A Sailors Tales

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As they sat around the fire an old sailor took another deep swig from his flask and leaned across the table. โ€œNine men it took, nine and not any of them greenhorns or landlubbers. These were veteran sailors that brought the beast down so mark my words when I say it’s dangerous work to hunt these waters.โ€ he said looking across at the adventurers listening to him.

โ€œSo there I was, the leader of this elite crew,โ€ somewhere another sailor sniggered which earned him a powerful glare, โ€œas I was saying, the elite crew had tracked this great beast for days, weeks even! As we moved onwards we found its nest. Between two islands the carcass of dozens of ships. Not wanting to add the Wave Splitter to its list we jumped into a rowboat and moved stealthily across the water.โ€

โ€œSo there we were, rowing across to this island where we could plant our feet and down this beast. Were were gravely mistaken in thinking it was that easy. The creature had made a fortress from the bones of the ships it had sunk before us and at the heart of its impenetrable walls was a mountain of treasure.โ€ the sailor said as he stared into the space between them all. After ten seconds he coughed and continued, โ€œso we fought with the beast for three days and for each day we lost another crew member until it was just me left. I hoisted my whale hunting harpoon and threw it with all I could and hit the beast in the eye where it fled to die in its nest. But the cost was great it dragged its treasure down to its lair and all I managed to retain was this fine blade.โ€ the sailor said as he produced a finely crafted curved short sword. โ€œI still remember my crew when I unsheath the bladeโ€ฆโ€


“Ah, the clouds are coming in from the west. I remember a night much like this one where we had some foulness on the winds out at sea, to the north of the continent.” he began even before he sat down, uninvited, next to the adventurers. Nearby fellow sailors groaned and started to muter about the mad old sailor.

“Enough of that. Ol’ Brigs tells the truth.” the captain said from nearby which quickly brought the crew to attention. “I was there this night. With the old crew.”

“Thanks captn’,” Frank Brigs began. “As I was saying the wind was foul that night but the moon helped show us the way to safer waters. However the sea’s didn’t want us to see land again,” he punctuated his sentence with a swig from his flask. “You see a storm hit us hard that night. We lost all sight of the stars and we had to wrestle the sails in so they wouldn’t be ripped to shreds. Despite our best efforts we lost most of our sails from the tearing winds. When the storm finally cleared and the crew, myself and the captn’ included, were exhausted we saw the damage that was done. One sail remained which was not enough to catch the breezes we needed. But Tymora was on our side.” he said, then paused for a dozen seconds.

“We had a visitor.” the Captain finished for him.

“Aye Captn’, we did. A white gull flew down to us and before one of the boys could skewer it for lunch it turned into a dragon, a large silver one. The beast offered us a deal, for the captains hat it would help us get to land where we would be able to find what we needed. So the captn’ bartered his head and the dragon practically picked up the ship and flew it to land. Aint’ that right captn’โ€’ Old Brigs said as he nodded towards the other man.

“It’s close enough to being right. That’s why we don’t eat white gulls any more in case they turn out to be dragons.”


That’s it for tonight’s update at my tabletop. I hope you enjoyed a few old sailors tails tonight. If you can make use of said stories to give the party a side adventure while out at sea, or to maybe not kill white sea birds, then let me know how you go! Don’t forget that tomorrow means another Zine so don’t forget to come back tomorrow and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Mirage Fish

Tonight we witness the birth of a new creature, the Mirage Fish. While different to an Anglerfish in some ways this beast is a menace to costal dwellers. But don’t let my words convince you to avoid it, it is a tasty treat!

So let’s not hold back any longer, grab a coffee, sit down and cast our lines into tonight’s adventure!


The Mirage Fish

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Mirage Fish – Created in Tetra-cube

All islanders who call the White Gull Islands home know to avoid the lights at the edge of the water at night. These belong to the Mirage Fish, or Ghost light fish as they are called sometimes. Using their bioluminescence they can dispose of a fatty blog that emits a light near to them which has a hypnotic affect on those who see it.

Once suitable prey approaches the lure then the fish rapidly charges forward, digs its needle like teeth into the creature and drags it hurriedly under water where it can take its time in feeding.


Skeleton – Created in Tetra-cube.

The other inhabitants of the land are the skeletons of those who were cursed by the treasure within the tower. These long-dead islanders, sailors, explorers and, of course, pirates seem to dwell in the tower itself, where they likely lost their lives and where they continue to seek the treasure they were driven to find.


That is what we have for tonight, the Mirage fish, known as the Ghost Light fish and a plague to the islanders that it haunts. Don’t forget to come back this weekend for more D&D content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mellandra’s Keep

Tonight we have a special map where I had a fair bit of fun playing with overlapping textures while creating Mellandra’s Keep. Now not so much a keep as a tower… the rest of the keep lies off the focal point of the adventure this week. While it can be explored the main interest comes when they investigate the tower itself and what lies within and below the waves.

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


Mellandra’s Keep

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Mellandra’s Keep: Low Tide – Created in Inkarnate.

The cooling winds push back the heat from the tropical sun as the spray from the ocean cools the faces of those who approach the tower. The waves lap at their feet as they hop, step and jump over the chunks of debris lay about the sand as they approach where the keep lies.

The large hole in the wall, a testament to an attack from a foe or the waves long ago. The pit that was carved into the rock beneath the waves contains a lot of moving, cool water which appears to be unnaturally dark. However, upon inspection the sand beneath can be seen occasionally from above indicating its not that deep.


Stone walls, ruins, rocky hills and debris make up the focal point of this weeks map. Overlapping paint sets to create the sand, the well of water and pools on top of the rocky perch. The waves and multiple layers within; transparent sand, stone, wavy-sea and deep water, gives a depth to the ocean that I think brings out a chaotic vibe that I appreciate.


Thanks for joining me for another night at my tabletop. Don’t forget that we will expand this adventure, and perhaps some more maps in the Zine. So don’t forget to come back and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Dead Man’s Curse

As the day draws on the party are drawn, one way or another, to the tower despite the risk of the dead mans curse. However they quickly realise what they have gotten themselves into as things start to go very wrong. But never fear as the party will surely be able to get themselves out of this predicament.

So as we walk along the beach towards certain doom, let’s grab a coffee sit down and roll into tonight’s adventure.


The Dead Man’s Curse

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The man, Turk, walked carefully along the line of trees towards the tower. Despite his caution and actively watching to make sure that he was not being followed the party could easily spot him making a dash towards the tower at the other end of the small island.

Turk – Created in Nightcafe.

Turkโ€™s pace increased as he ran towards the stony ring that made up the base of the tower, built upon a rocky outcropping it sat tall against the blue backdrop. But the seas had begun to claim the land back and great chunks of stone littered the beach creating a cavernous hole in the side of the tower. Sand clung to the sides and base of the tower as the water lapped at the rocks underneath but that didnโ€™t slow down Turk as he ran towards the structure.

The party had given chase after they had realised that the man had taken a bag of tools from the hold, their tools. As they approached the tower they could see from where they were standing that, if there was treasure here it was surely long gone. However, approaching the threshold where the sea had torn down great chunks of the southern wall they were surprised. A great hole dug down into the rock where thin stairs wound downwards into the rock below. The sound of disturbed water, cursing and tools on stone could be heard from down below.

The descent down the steps was slow going due to the slippery nature of the water covered stones as well as the erosion from years of water running over hewn stone. Turk startled when he realised the party was there and dropped the tool he was holding into the water, thrashing around he could not find what he was looking for. The water here was darker than the sea outside and so visibility was nearly impossible. But the water was waist high and the party managed to wade through it reasonably well.

Despite the party’s skill and prowess they could not notice the faint ebb of arcane magic from the walls of the tower, how the sky shifted quickly and the path of the sun seemed to be faster from inside the tower. As they searched the tower they eventually found a gap between the sand, the rock and the wall of the tower but as they looked deeper the light shifted further and the realisation of how dark it had gotten outside the tower dawned on them. As the first waves from the tide coming in crashed into the walls above them and water started to spray down upon them the water around them rose slowly. 

However, that wasn’t the only thing that rose. From being buried under the sand of the tower skeletal arms shot upwards and out of the water, dragging the fallen bodies of sailors, pirates and even locals who brandished clubs, scimitars and other weapons. As the full meaning of the dead man’s curse dawned on them the skeletons attacked as the coming tide rushed to greet them.


Thanks for joining me for another night at my tabletop. Don’t forget that we will continue to develop, shift and expand on this adventure for the remaining nights this week. So don’t forget to come back each night and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Captain of the Skipping Sailfish

Managing a ship isn’t easy, let alone the Skipping Sailfish as it crosses the seas to take well paying, or well sponsored, clients abroad. The Captain of the Skipping Sailfish is no ordinary captain and that is a testament to his time on and off the seas. Steadfast and strong wills Jorn Buckler is a canny sailor and renown leader across the White Gull Islands and beyond.

But before we get into that let’s grab a coffee, sit back and roll into tonight’s adventure!


Captain of the Skipping Sailfish

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Captain Jorn Buckler- Created in Artbreeder.

As the fire on the beach crackled and feasted upon the dried drift wood and leaves from the large palm trees the party sat next to the sailors and watched the moonlight caress the top of the waves. As they watched a trail of lights appeared and moved under the water, through the shallows and towards the old tower.

โ€œAh the lights have returned, on clockwork,โ€ the old sailor, John Buckler, added noting the party’s gaze. โ€œThose lights are the reason we warn people from exploring the waters late at night as we can never be sure of what they might find. Lost a few passengers, and the crew mates that went to save them one night as they chased after the lights. Nothing good from lights in the dark I can assure you of that.โ€ The captain added as he had a swig from a flask.

Vensella Ibiki – Created in Artbreeder.

“What that captain says is true,” Vensella said, one of the islanders who had come to greet them, “We have lost many people from our village from chasing lights in the dark. Those belong to monstrous fish that use the lights to lure prey into the waters before they are ripped apart with vicious teeth. They are one of the reasons that we forbid our people from going to the Tower, Mellandra’s Keep as you call it.” she paused as she snapped open a crabs claw and chewed on the exposed meat.

“The other reason is the curse.” she began again.

“Now the curse is just a myth.” Jorn Buckler replied as he laughed. “To scare people from going near the tower. That’s all. All can be explained by the nature of the isle and the creatures in the water.” he finished as he threw the half of a clam shell into the fire. 

“Whatever you think, our people know it to be a curse. Those whose greed consumes them surrender their soul to the lady of greed. She is a greedy deity who takes more than she gives and in her pact, her bargain, she takes your soul and leaves you empty.” Vensella continued as she leaned closer to the fire, sticking the other end of a crab leg into the flames. 

“Whoever dies in search of their greed, of the greedy pirates treasure, has their soul lost and they are cursed to wander the isle in search of gold to sate their deities hunger.” Vensella punctuated her story with the slurp of more crab meat. 

“And they have three tentacles from each armpit, they howl at the moon like mad men and they run on their hands not their feet. We have heard the stories young Vensella.” Jorn laughed as she shot him a mirthful smirk. “But whatever the reason, fish, spook or curse don’t go chasing the dead man’s chest regardless of how many hundreds of pounds of gold lay within.”


Now hopefully the story and promise of gold is enough for the party to go and investigate. But don’t fret if they are wise as we have a backup plan, something to reveal two halves of tomorrow night. So don’t forget to come back tomorrow for that, and the other nights of this week on that matter. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sunken Treasure

Welcome again to yet another week here at my tabletop and we are kicking this one on the coat tails of a nautical work planning with sunken treasure. Sunken Treasure is the goal this week with the party exploring a long forgotten keep that has fallen into the sea. But what challenges will this see the parties having, will there be creatures, elements and greedy NPCs that covet what the party seek? Yes, yes to all three.

So let’s set sail for this weeks adventure by grabbing a coffee, sitting down and rolling into tonight’s adventure!


With the sea breeze in their face the party set sail to a chain of long forgotten islands on the way to something bigger and greater. Setting down anchor near a string of islands the captain and crew go ashore to get supplies for the rest of the journey from the locals, however the party are not interested in such things. Down the coast there lies a lone tall tower that juts from the sea defiantly as waves crash against its stony barricade.

The Tower of Mellandra – a famous crusader turned pirate who raided, pillaged and stole in the name of her greedy god lies in half ruins, the sea having swallowed up most of the gold and jewels from an age ago. However just because something was lost long ago doesn’t mean it cant be found again and the tales of its treasure, its sheer wealth is enough to even the party to be set for the foreseeable future.

But others covet the treasure and see the opportunity in the visitors to the island. Will the party make it to the tower in time before the sea swallows the treasure of an age or will those who covet the treasure beat the party to the biggest haul in the islands history?


Sunken Treasure

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Mellandra’s Keep – Created in Nightcafe.

Not that the party didn’t have enough work in the land that they had come from but it was becoming evident that their skills were being wasted. Greater adventure, tests and treasure lay across the sea and the Skipping Sailfish was just the vessel to take them to where they need to go. The captain and crew were recommended heavily from the guilds and dock master alike as no finer sea farers could be found.

The journey was promised to be long, tiring journey with a stop half way for supplies of fresh fruit and water. The White Gull islands got their names from the large birds that called the islands home and provided food those that called the white beaches home. As the ship moored out to sea near the calmer bays of the islands the party first caught glimpse of the sunken tower out to sea.

“Ah, that be Mellandra’s keep.” the captain said as he followed their gaze. “Many people have lost their lives in seeking the so called treasure held in its vault over the years.” He continued as he waved to the locals who came to greet them. After calling out to the locals on the beach he looked back to the party. “We will be here two or three days, explore and relax a bit. Its another week or so on the waves after this so take your time.”


Thanks for joining me for another week of adventuring. But don’t forget to come back again each day this week as we expand this adventure. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Avermeet Agitators

Tonight and I have created a zine, the fifth of the new year. It’s a little late as I continue to play catch-up but I hope that you are finding the now normal format of this Zine useful. So without any further waiting I present, The Avermeet Agitators, 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 Avermeet Agitators, and that your rolls are made with advantage.


The Avermeet Agitators

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Avermeet Caves – Created in Nightcafe.

The party huddled around the job board at the Fogmourne Tavern and wondered what they were doing here, not for the first time this week. A few odd jobs had held them here for the week but the work was getting thin or repetitive.  

โ€œForgive me for asking,โ€ a voice began from behind them which belonged to Rufos, the innkeeper for where they had been staying. โ€œI have a job thatโ€™s just come through and instead of tacking it to the board Iโ€™d wondered if youโ€™d be interested. The Lord of the Avermeet has an issue that he needs sorting. The messenger produced seals to allow safe passage to those who wanted to help him. You just have to travel to Calewan which is on the other side of the Avermeet Forest from here.โ€ he paused for a moment. โ€œIf you do decide to help, the messenger said it was urgent. So youโ€™d best decide fastโ€

Fogmourne Tavern – Created in Nightcafe.

The party made their way to Calewan after little to no delays or issues on the road. The escort with several Avermeet Guard and the dwindling population of the wildlife in the forest made it somewhat safe to travel through. 

Entering the small city they were escorted to the keep first instead of any of the other buildings. Not surprising given that they were currently considered suspects of the poaching. As they moved through the hallways of the keep several people looked at them including a well dressed man, probably a noble. The man quickly greeted Bareth in a friendly manner and watched the party from the corner of his eyes.. 

โ€œLord Stoneleaf, Bareths Uncle.โ€ Kirili offered as they watched the exchange and they were shown to a room, rather than cells. However, the door did lock from the outside which sealed them in with no ways out of the room as the windows were closed and barred. They were given food, not the best but definitely a few rungs higher than trail rations as they waited for an audience with the lord of the city.

The following morning they were brought to the Lord who looked at them with embarrassment. 

โ€œIt seems we may have made a hasty mistake in assuming your guilt in poaching from the Avermeet. However my advisor, Lord Stoneleaf, has made a convincing point that you were found in the act of actively poaching in the forest. However, this has since been cleared up as a misunderstanding as Kirili has vouched for your innocence. If you are indeed the ones who we sent out for you must have evidence of such.โ€ the Lord said. Sitting at the large table that was in the small meeting room.

PDF adventure – The Avermeet Agitators



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