The Charm of Concord

The charm of concord has been stolen and familiars and magical beasts are becoming unpredictable and at times downright dangerous. The party have been brought in to track the magic talisman, find the culprit and restore balance to the city of Ashford-on-weir.

So grab a coffee, maybe guard your purse strings as we kick off into another adventure!

The Familiarโ€™s Favour is a system-agnostic fetch-quest with a twist, perfect for one-shots or to weave into a larger campaign.


In the bustling heart of a magical market town, a talking raven delivers a plea that will change the fate of every familiar in the realm. The Charm of Concord, a powerful talisman that binds familiar and master. However, it has been stolen, and without it, arcane companions are becoming restless, unpredictable, and dangerously independent. But the truth is stranger still: the thief is no where to be found yet suspects are everywhere. Will the party restore the magical order, unleash a tide of wild magic, or broker a new bond between mage and beast?


The Charm of Concord

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The Charm of Concord – created in WordPress.

In the bustling market town of Ashford-on-Weir, the party weave their way through crowded streets, noisy markets, and quiet alleys on their journey to the Eyeless Spire, the cityโ€™s arcane hub. Whispers pass from lip to lip of strange behaviour among the familiars and trained magical beasts belonging to the local academy and the many magically adept folk within the city walls.

Cats vanish into thin air for hours, only to return with fur matted from river water or streaked with mud. Owls deliver messages to the wrong recipients and stare, unblinking, towards the moon regardless of the hour. Even at the arcane academy, the Headmasterโ€™s prized hawk refuses to return to its perch, stealing food from market stalls in full view of baffled merchants.

As the party cross the town square, a black raven wearing a worn leather satchel swoops down, tilting its head in a quizzical manner. In a rasping, intelligent voice, it pleads for their help, though its speech seems strained, as if something is trying to stop it. โ€œThe Charm of Concord,โ€ it croaks. โ€œTalismanโ€ฆ magical bondโ€ฆ beasts and mastersโ€ฆโ€ It struggles to finish the thought. โ€œIt has been stolen. Trail still fresh, make haste!โ€

The raven squawks, flapping aggressively in the adventurersโ€™ faces before darting off toward the spire, its flight jerky and uncontrolled. The party had come to Ashford-on-Weir seeking work, having been told that a clerk at the Eyeless Spire required experienced adventurers. But now, they are left wondering if the ravenโ€™s words are connectedโ€”and where the day might lead.

Following the ravenโ€™s insistence that the trail is fresh, the party begin to notice more oddities: a two-headed monkey; clearly an aberration, squats in an alley, daubing arcane sigils in what they hope is mud. Massive draft beasts refuse to pull carts, lying stubbornly in the street until provoked, at which point they lash out violently before abruptly calming, resuming their work under the watchful eyes of anxious handlers.

At the edge of the market, just before the Eyeless Spire comes into view, strange pawprints, claw marks, and scraps of parchment lead into a narrow alley. The shadows seem to move with several small creatures, unseen but watching.

And at the marketโ€™s edge before they walked into the area round the Eyeless Spire, there were strange pawprints, claw marks, and scraps of parchment that lead into a narrow alley where the party could sense several small creatures moving in the shadows, unseen but watching.


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 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

Cleveral’s Environments

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

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


Cleveral’s Environments

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

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

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

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



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

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

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

Sunken Crops

Tonight we investigate the Sunken crops of a sleepy village called Solbrook as our party is the first, mostly, to the scene of a large sinkhole that devoured crops and revealed a buried structure.

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


The quiet village of Solbrook is rocketed as a large sinkhole is revealed in the middle of their largest crops revealing a statue and some form of building in a cavern. What lies beneath will create history for the once-sleepy village as adventurers, scholars and more come to investigate the find and what lies beneath the fertile soil.

But something dwells deeper within the buildings, something has been growing, feeding for longer than anyone alive could possibly remember. And it’s always hungry.


Sunken Crops

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Sunken Crops – created in WordPress.

The party could see the crowds and small tent-city that had sprung up just outside of Solbrook from the road. News and rumours had spread of the temple, or city, or something found buried beneath Solbrook rapidly and people had come for work, adventure and the chance to gain something.

Scholars had arrived in droves to look at the statue that was a hundred feet tall and unlike anything found to date. Workers had come to clean out the area and to make shelters, stores and more outside of the town to cope with the increase in people visiting the farming village. And lastly adventurers, much like the party themselves, had arrived with their senses of adventure and the prospect of wealth tantalisingly just at the end of a rope ladder beneath the surface of the crop of wheat that had been swallowed up.

The small village consisting of tent that sprung up near the sink hole had just about everything you could want. A series of tents in an enclosed wall operated like an Inn where the price to stay was cheap enough that anyone with coin could stay a few weeks easily. Tents filled with tables and laden with goods sold nearly anything an adventurer, scholar or worker could want or need when dealing with the sinkhole and beyond and there was even a gathering of tents that exclusively sold food and drink.

But the party were drawn to a large red tent, the Scholars had called for aid to push through the first door and beyond from seasoned adventurers as they believed they would need help. To answer the call would initially pay well and even beyond that they would likely have ongoing employment if they wished to help further – they just had to prove themselves useful to the scholars.


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

Derja’s Curse

Tonight we have the outcome of Derja’s curse with these environment and adversary stat blocks for the extra detail Saturday additional post.

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


Derja’s Curse

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The library itself has become the house to a curse, which we explored last night in Shadows and Magic eaters, and tonight we reveal the environment that helps to store, conceal and house cursed objects and the creatures that come with them. We have two Environments with Cursed Library giving an ability for the PCs to find the information they seek but also, we have darkness at every corner which looks to create smaller adversaries that stalk, hunt and impede the party at every turn.

However Shadows are not particularly powerful especially for a Tier 3 encounter so the party should find these are more nuisances rather than dangers that they have to face. Derja’s curse makes them more threatening with the ability to spend a fear to impose disadvantage on attacks when magic damage is used as the relics designed to repel and restrict the use of magic react to their abilities. This can find the party having to apply different tactics or look at creative ways to avoid the curse if possible.

It also beefs up the adversaries for this encounter substantially but not too much, I hope.

The above Adversary and Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from theย Daggerheart System Reference Document 1.0ย 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:ย Darrington Press CGL.



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

Without a Trace

This week we start off with a series of impossible deaths where the murderer disappeared without a trace. That is until the party found a clue at the scene of the crime.

So grab a coffee and your investigation gear as we start another murder mystery in tonight’s adventure!


The sight of a powerful mage’s body normally comes with other evidence of their dying moments. Scorch marks, shattered stone, debris and worse which makes people wonder what happened here. But when a series of bodies of powerful mages appears without anything – no destruction nor damage nor arcane collateral at those investigating are left in pure wonderment.

That is until a party of adventurers stumbles across evidence. Now there is a race against the clock to find what it means before they too end up like the dead mages.


Without a Trace

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Without a Trace – Created in WordPress.

The party had spent most of the day travelling to the City of Miran to visit the Magus College. Having secured lodgings at the Little Bullette inn they braved the crowds of the streets and head towards the large building. The Magus College was more library than a place to learn magic however many famously strong mages who had made their name in adventuring parties called it home.

Managing to find the rhythm of moving through the crowded streets and avoiding pickpockets and dodgy merchants hawking wares that were nearly good enough to pass off as quality products they found themselves at the large darksteel metal gates. There was significantly less people here and the only people walking around seemed to be guards or small groups consisting of armed warriors and a mage. Considering this was a hub for people like them who were trying to find information to aid them in their job or quest.

However, there was a distinct anxious energy through the air and as they walked through the guards watched them suspiciously as they entered the door that led into the library. Entering the small entrance hall there was a few people ahead of them. A tiefling just in front of them watched them approach as he held the handle of a small blade which had a simple loop of leather for its sheath. The blade faintly glowed green as it lay in its sheath while he looked around his comrade, a human woman dressed in chainmail, spoke in quiet whispers to the man behind the desk who returned the hushed whispers back causing the tiefling to roll his eyes.

‘Sal, I’ll be looking for the book. Don’t take too long.’ the tiefling said as he walked off. The human woman waved in recognition of her companion.

‘Yeah. I’ll be there in a sec, I just have an important piece of information to get,’ she added. ‘now when do you get off work?’

After the man behind the counter grinned goofily and told the warrior when he finished work the warrior walked off in search of his companion. As the party stood in front of the love-eyed receptionist a cry of anguish and pain echoed out from the left. Their question forgotten the party raced towards the noise along with dozens of other adventurers and guards and came across the woman from a few moments ago kneeling in front of a lifeless body.

The tiefling from before lay lifeless, contorted on his back with his blade a few feet away but out of his reach. As the guards came through and made way the party were shoved to the side nearest the dagger. As they moved around the blade careful not to nudge or disturb the scene they noticed that the blade has stopped shining closest to the mage in a near-perfect straight line where the magic seemed to no longer glow from the side of the dagger closest to the mage.

‘Not again. Right who found the body and why were you not with them?’ a stern looking man with a bristly moustache said looking around. ‘I assume you are this mages companion?’ he said towards the visibly distraught human.

‘I was not long after them. A few moments is all. He has always been impatient but I didn’t think it would cost him his life.’ she replied.

‘Not when there’s something killing mages on the lose in the city…’ one of the other guards added before his face turned grim. ‘So did anyone see or notice anything unusual?’ the man said looking towards the group of people that had gathered at the scene.


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

Armele’s Other Environments

Armele’s other environments help set the scene outside of the warehouse, where the final confrontation occurs, where we find the party trying to find information on the merchants who stole from the Trusted Axe Cartel.

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


Armele’s Other Environments

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Armele’s Other Environments

The smell and sounds of the market place were overwhelming at first as the clash between goods raged on. Carts selling produce, stalls selling cooked food and the smell of hot iron mixed together to a confusing mix that left the party feeling heady. However, the market sprawled before them and after just a few moments they spotted a stall that interested one of them.

It didn’t take long for them to find another stall that sold something else of interest and soon they were getting the information they were after. There was a merchant at the market that was selling dwarven goods and despite the mercenary of the elf they asked attempting to intervene between the party and the baker who offered the information for a handful of gold.

The above 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

Cold Contract

The concept of a cold contract may not be something that many are familiar with but for the dwarves of the Trusted Axe Cartel its given to the few contracts that are broken before the metal has had a chance to cool down. And this contract is a rather big deal for these dwarves.

So set aside the coffee for now and grab a tankard for something a bit harder as we pay a visit to some dwarves in tonight’s adventure!


The sound of metal striking metal and the hiss of tempering steel is the sound that can be expected from the Trusted Axe cartel’s workshop. But when the sound has stopped and only furious yelling and the breaking of furniture can be heard from one of the adjacent rooms it is a sign that something has gone wrong.

A brokered deal, regular and pay held in good faith goes south and when the deposit is requested the money goes missing. Evidence points to foul play by the once clients, but there is more to this story than clients that want to skip out on the bill. Rivals, spies and even a take over are setting the forge cold and the anvils gathering dust.


Cold Contract

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Cold Contract – Created in Copilot.

The upbeat merry song that caused the patrons at the Silver Ring Tavern to dance and sing along to the rather trashy and raunchy song continued to play as meals were brought out, tankards were brokered and the patrons not dancing engaged in games of chance. A gathering of well dressed men had taken over the largest booth near the back door and were spending gold seemingly as fast as they could while barmen and barmaids rushed back and forth with more ale, wine and food.

The song came to the end and the sound of applause and merriment rang out. This had been the norm at the Silver Ring Tavern from the party’s experience as they sat and enjoyed a few hours of joviality and good food while preparing for the next leg of their journey by cart and wagon. The sound of a door slamming open heralded the end to the good mood as half a dozen broad, angry dwarves pushed in. Each of them had the same tattoos on their right hand that marked them as the Trusted Axe Cartel – a group of merchants and well known smiths.

‘Where the bloody hell is the bastards?’ a young fiery dwarf called out causing the last moments of merriment to stop completely. ‘Where is Jeb and that long eared elf Tarnius or the pricks who sold them shite gear?’

When those in question didn’t come forth the dwarves started to walk amongst the tavern looking for them. The oldest dwarf, much less angry and more solemn limped up towards the barkeep and placed a bag of coin on the bar before whispering some hushed words. Soon one of the dwarves were at the party’s table and was looking them up as she was about to ask them some questions when the angry one from before roared out. ‘Who was sitting ere’?’

The corner where the well dressed, and wealthy, men and women were sitting lay vacant with a dusting of snow from the door that had not yet melted from the warmth of the hearth. ‘You adventurers don’t know anything about a group of merchants do ye?’ the woman asked them. She was much more calm talking than her counterpart who had now left the building to check outside with two of his companions.

‘Ye see we had a contract with Jeb and Tarnius to provide weapons, gear and armour to them for their guild for the next year – it is an ongoing contract and so the goods have been taken but the payment was to be in full once we provided the last of the kit. But we got a messenger this morn’ who came with the contract cancelled claiming that the merchandise delivered was trash. Upon inspecting what arrived at our doors it was not even dwarven make – no dwarf would ever sell what lay in the back of that wagon.’ there was a proud fire behind her steely eyes and soon the old dwarf had come to the same table followed by half a dozen tankards of ale. \

‘Well met travellers. Don’t be alarmed as we know who you are. Fil,’ he flicked a thumb at the barkeep, ‘he recommended you may be able to help if you have the time. He remembers seeing the group at the table spending big and harassing his boys and girls but he is not in a position to do anything about it. I am Garmanel, the leader of the Trusted Axe Cartel and this is Gondanel my ward. I have a proposition if you would share a tankard with me and listen to what I have to say. My grandson Garabek is the fiery one who you met before, he is intense like the forge but you won’t meet another as proud or skilled with hammer and tong. Or axe for that matter.’ he paused with a grin.


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