The Streets of Felkirk’s Environments

Tonight I give a sneak peak of what I am working on as part of this three week adventure where tonight we look at the streets of Felkirk’s environments. Now if that’s confusing don’t fear as I will go through it momentarily as I cover some of the GMing mechanics for Daggerheart.

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


The Streets of Felkirk’s Environments

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Creating Environments – Created in WordPress.

The streets of Felkirk’s Environments can be varied depending on the time of the day. For my adventure that takes place over three larger scenes I wanted the setting to be a dark, tense and anxiety charged atmosphere to help fuel the feeling of an invasion going on. But before I get too far into that let’s take a step back.

In Daggerheart its not just Adversaries; the critters, creatures, monsters and hostile humanoids, that the Game Master, GM, can use to create tense atmospheric moments for the PCs its also the Environments that can change, evolve or manipulate the flow of the adventure. For the sake of this quick post tonight let’s treat an Environment as an Adversary as they have a tier, a type, something akin to Motives & Tactics in the form of Impulses as well as a Difficulty and Features.

Like Adversaries some Environments will have passives which alter the area in which the party are in. Examples might be Oppressive Heat where parties who travel through their Traversal environment mark an additional stress on all failed rolls due to the oppressive heat. Or like in my examples it gives a set of actions that he party may be able to take, or impede certain actions that the party may want to take.

The other type of feature that the Environment shares with Adversaries is actions (many do actually) which is an action. Whether this is a spout of burning hot lava erupting from the ground at the Fire-marsh where the Oppressive heat sometimes erupts form the ground causing PCs to make an Agility reaction roll or suffer burns from the boiling water and steam. Or where the GM can activate the Environments natural residence to make an appearance – summoning fire toads to leap from the boiling water to attack with blistering tongues – triggering an encounter. This may or may not cost a Fear, the GMs resource that they get from around 40% of dice rolls, but if it does then it may be a more powerful creature, or set of creatures, that are being summoned.

So treating Environments like Adversaries also comes down to how they look. Environments also have stat blocks and that is precisely what I wanted to show off tonight! So have a look below at some of the Environments for the scene of Felkirk’s Foot Traffic.

The above 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.

Now while these Environments aren’t going to be game changing they add a bit of depth and structure onto what the adventure will do. If you read The Night of Silent Feet the scene plays out pretty closely. The Party are at the Lost Anchor Inn and they can perform some actions there while a timer ticks down – 1 action per player with the Countdown being the number of players. Once the countdown reaches 0 then the door opens and a guard falls in. The party leave the Inn to immediately get ambushed – the Ambush Encounter event. This is a small easy encounter to ease people in and once its over then they run through the streets.

This may trigger another encounter but it will get the party used to the mechanics of rolling dice to try and get a few successes before failure – and it shows consequence. Afterwards we move onto other smaller scenes (Social encounter at the Makeshift Barracks for scene two. Followed by another Felkirk Streets that moves to Market Street and then Forward Base.) By treating the travel like an adversary then it becomes less prone to becoming dull and the least favourite part of the journey. Many DMs / GMs have covered this type of travel before so I won’t go into it – but I do recommend that you look into it!



Thanks for joining me tonight for a little introduction into Environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the start of a new week and new adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dead Merchandise

So tonight we have the third adventure that stems from Invasion Force and continuing on from Felkirkโ€™s Foot Traffic and Felkirk’s Boat Problem this week we have the party investigating the dead merchandise as they push further towards Felkirk’s Castle. But while the party can’t travel as the dead raven flies they have to get there first and boy are there a few surprises waiting for them.

So have a short rest, catch your breath and grab your coffee as we hurry off into tonight’s adventure!


The metallic scent of the blood soaked docks would have been a welcome change for the smell that blew down Merchants Way as the party rushed towards the castle. Undead had claimed the street now with a mixture of mercenaries, city guards and the citizens that made this town a bustling trade centre forming the bulk of the corpses.

However there were older corpses that had risen from their resting places to fight against the party. Much older in fact with markings that set them aside from those brutally slain in Felkirk. These were prepared, and for a number of months if not years by the state of the bodies. Bloated by water, ritualistically bound and branded and risen again to fight against the living on strange shores. Something dark was heading towards the castle and the party may be the only thing standing in its way.


Dead Merchandise

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Dead Merchandise – Created in WordPress.

Bunker had found them after the last of the soldiers had fled into a waiting ambush set by the guards. As the party stepped onto the slick docks Bunker and Cinella had rushed to meet them with a mixed look of awe and admiration on their faces.

‘What you’ve done is incredible. We had thought that we’d have to hold them in the docks until the royal guard arrived but we haven’t heard back from the men we sent to the castle. But when they started to spill out of the docks and we saw their galley burning we knew that someone had finished them off.’ Cinella said excitedly.

‘Good thing I got you up into the docks ay?’ Bunker added with a grin.

‘Lieutenant!’ a voice cried out as a man ran towards them at the edge of one of the wooden docks. ‘Something is going on at the castle. One of our men that was sent for aid came back but died as soon as he reached us. He muttered something about dead and Merchants Way.’ the man looked rattled but still ready for battle.

‘Damnit. We can spare some troops but there are bound to be some of the mercenaries nearby so we can’t all go. Get the best men we have and get them to rest up. After they have caught their breath we’ll make a move to Merchants Way to check it out. That road leads to the kings castle so it can’t be a coincidence that there is trouble there too.’ Cinella responded. As the man saluted and ran off she looked back towards the party.

‘I don’t suppose you’re up for saving the other half of the city as well are you?’ her apologetic smile spoke of both hope and fear at what lay at the castle.


Thanks for visiting for another start of the week adventure kick off night. Tonight we are back into it with things getting back to normal here. So 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

Sodden Shoes, Scuttled Ships

So tonight we have the second adventure that stems from Invasion Force and continuing on from Felkirkโ€™s Foot Traffic where this week we have the party investigating Sodden Shoes, Scuttled Ships and much more. But before we get there the sounds of fear, pain and rage echo from the docks and another series of hard won battles awaits the party.

So get ready, grab a coffee to go as we once again take off to save the city of Felkirk in tonight’s adventure!


The docks was where the biggest battle had occurred in Felkirk with several navy boats already sunk and a large galley sitting out moored in the middle of the bay. As row boats ferried boatloads of people to the shore the normally water covered docks were sticky with the metallic ichor and smell of blood that even overrode the stench of day old fish.

Mercenaries, Guards, and even private troops of the wealthy merchants lay dead or dying across the piers and along the steps leading down to where their boats and warehouses normally lay. Armed men and women patrolled the docks and looted what they could easily take and destroyed those that they couldn’t.

But a glimmer of hope comes from a group of adventurers drawn to the chaos and the sounds of battle as the days of death and fighting continue.


Sodden Shoes, Scuttled Ships

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Soggy Shoes, Scuttled Ships – created in nightcafe.

The smell of burning wood, the sounds of screaming and the flashes of light were all that told the party that there was trouble brewing at the docks. The streets near the merchant quarter where they were residing at the Lost Anchor Inn had quietened down a fair bit after the warehouse functioning as a base of operations for a ground invasion of would-be assassins had been located and the residence evicted in the most unpleasant of ways.

But the sounds and sights from the docks were growing and an increasing number of disturbing reports from haggard and fearful citizens of Felkirk were arriving. A large ship crewed by demons had torn through the moored vessels in the bay, had scuttled them one by one while demons rushed around the docks gutting and dismembering the dock workers before turning their rage and thirst for blood towards the wares and goods of the harbour itself.

Taking leave of their brief respite the party head towards the docks, travelling down Fishermans Road as they followed the flickering lights and sounds of screams from the docks. As they got closer they spotted several small fires that cast the tall warehouses in an flickering orange glow. The sounds had grown by now too from a distant chorus of pain, fear and anger which was only punctuated by guttural roars of delight.

Then the first views came. At first the reports seemed true, demons had attack the docks and they hacked, tore and ripped apart what they could find and took the spoils of their labour back towards the burning at the waters edge. But then the truth was revealed.

Warriors clad in horrific armour wielding weapons with tremendous ease and skill. The fires were not from hellgates but from burning ships and piles of bodies that had been killed, stripped of their valuables and thrown into a pile. These were men and women and they took their valuables across to a large galley that was moored in the middle of the bay, its large ballistae pointed towards the remaining ships in the bay; daring them to move to give the larger predatorial ship an excuse to launch is ship-killer bolts.

It appeared as though the attack by the assassins on the streets was not the only attack that was happening on the city. As they watched they noticed several patrols walking around the edge of the docks, cutting down any who got too close and dragging them back into the docks.

The night was not over and it was certain that only soggy shoes, scuttled ships and sadistic soldiers waited for them along the piers and warehouses within the docks.


Thanks for visiting for another start of the week adventure kick off night. Tonight we are back into it with things getting back to normal here. So 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 Night of Silent Feet

So tonight, and for the rest of the week, we have an adventure focused around the night of silent feet. This should be the first in a few adventures around Invasion Force where we have escalating levels of danger, risk and reward.

So get ready, grab a coffee to take to the streets in tonight’s adventure!


When the first feet hit the streets it was already too late, the invasion was already on the way. The streets are flooded with silent steps as the scouts and cutthroat rushed through the streets to sew chaos

But the invasion force didn’t plan on a group of adventurers being in the city, nor plan on them taking charge in the efforts to route out the base of operations for these invaders.


The Night Of Silent Feet

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The Night of Silent Feet – created in WordPress

The party heard the screams and shouts and the faint sound of padded boots as they ran across the stone paved streets outside. It wasn’t overly alarming until a night watch guard was thrown through the door with knife wounds in his chest.

‘They’re taking the streets.’ he simply said as the party went to support him. He fell unconscious, so great were his wounds. Out front the open door masked men and women darter through the streets and several nightwatch guards could be seen unmoving on the cold streets.

Stepping outside they saw one assailant jump a guard, bring him to the ground before driving a knife into his torso, swift, silent and efficient. Realising the party had just witnessed the murder the woman rushed them, quick on their feet and sure of their purpose.

But it was the distraction that she needed as her compatriots closed in from the sides.


Thanks for visiting for another start of the week adventure kick off night. This was a lot shorter than I was hoping but unfortunately sometimes you need to take things slower to be able to get back to normal quicker. So don’t forget to come back tomorrow for an expansion on this weeks adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Pushing through Illness

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

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


Pushing through Illness

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Pushing Through Illness – Created in wordpress.

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

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

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

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

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

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

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

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



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

The Party of Six – Core Threat

This week I have had a total of Two D&D sessions in which Nyxara Cinderthorn is my PC for the campaign and Tonight I wanted to touch on how this adventure started with The Party of Six – Core Threat campaign.

The Party of Six – Core Threat

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The Party of Six – Core Threat – Created with a mix of Copilot AI and a lot of photoshop.

Nyxara, an elven sorceress guided by the cryptic whispers of the gods, ventured deep into an ancient dungeon, certain that her magic would protect her. Yet, fate had a different lesson to teach. The Weave abandoned her when she needed it most, exhaustion gripped her limbs, and a goblinโ€™s wild strike shattered her staff, leaving her defenceless.

But the dungeon wasnโ€™t the only force at work that day. Just as the goblins closed in for the kill, Sykel, a Goliath fighter of unparalleled strength, stormed into the chamber. His blade cut through the chaos, his sheer presence sending goblins scrambling in terror. With his intervention, Nyxara seized the moment to retreat, humbled but alive, determined to reclaim her lost power.

As they left the dungeon, they discovered an intriguing parallel – Sykel sought to uncover the origins of dungeon creation, believing they held ancient secrets, while Nyxara was convinced that the gods themselves had ties to their depths.

However, destiny wasnโ€™t done meddling. A wrong turn led them into a dense forest where the trees shifted as if alive, twisting the pathways into a deceptive maze. Even Nyxaraโ€™s elven instincts were no match for the unnatural terrain.

Enter Marelynn, a Tiefling Ranger, who had spent days tracking the forestโ€™s bizarre transformations, suspecting a link to the forgotten cataclysm that had shattered the world long ago. When she stumbled upon the lost duo, she not only guided them out but also found herself drawn to their quest – if the dungeons held echoes of a lost era, perhaps they held answers to natureโ€™s unrest as well.

Their journey soon brought them to battle. A blue Dragonborn monk, Auren, was engaged in a fierce fight against a gang of bandits, desperately defending a collection of ancient tomes. Though skilled, she was outnumbered. Sykel crashed into the fight like a force of nature, scattering bandits, while Marelynn picked off retreating foes with her bow. Nyxaraโ€™s sorcery struck down a fleeing thief, and Auren, now backed by capable allies, unleashed a flurry of blows that left the remaining bandits sprawled unconscious.

Then, from seemingly nowhere, a voice floated into the aftermath – chill, melodic, and strangely profound. A man in flowing white robes approached, surveying the fallen bandits with a serene expression.
โ€œWhoa, dudes… rough vibes here.โ€

Chad, the human cleric, knelt beside the groaning bandits, murmuring about the cosmic balance and the universeโ€™s need for kindness. He believed life was sacred – be it a warrior, a thief, or some dude who just made bad choices. With a lazy flick of his fingers, divine energy mended Nyxaraโ€™s broken staff.

When asked why he had wandered into the woods, he grinned, brushing dust from his robes. โ€œOh man, I was on, like, this totally righteous quest, yโ€™know? Looking for the herbs thatโ€™ll bring me closer to my deity – like, divine enlightenment through nature and stuff.โ€

Marelynn and Nyxara exchanged amused glances but helped him gather his mystical herbs anyway. Despite his dreamy ramblings, Chad had a wisdom about him, an intuition that made people trust him – even if he smelled vaguely of incense and mystery.

With their newfound camaraderie, the five made their way back to town, sharing stories over a meal, the bonds between them solidifying.

Yet, their tale wasnโ€™t quite finished. As they neared the city, an unseen presence lingered at their backsโ€”a hooded wood elf, clad in a bird mask, trailing them with quiet intent. When they stopped, preparing for a confrontation, she merely tilted her head and spoke.

Missulena, Lena for short – had been watching them, searching for something unspoken. Though she realized they werenโ€™t exactly what she had been looking for, she saw something in themโ€”potential, purpose, power.
โ€œYou people might just be onto something,โ€ she mused, adjusting her mask. โ€œAnd Iโ€™d rather be on the side of those shaping the world than watching from the shadows.โ€

And so, the Companionship of Six was formed – an unlikely collection of warriors, seekers, mystics, and wanderers, bound together by fate, curiosity, and just a little bit of cosmic luck.


Thanks for joining me today for a different change in pace. With the DMs and Parties Blessing I will add more to this in the future but a bit more of a creative spin on the content tonight with this one. Tomorrow it’s back to the normal schedule with the end of week Zine coming here. So don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Nyxara Cinderthorn

Today I have something a bit different as I introduce Nyxara Cinderthorn – an elven sorceress for a DND campaign that I am lucky enough to be a player at (for the first time in nearly 10 years…). Today is a bit special to me as it marks the One thousandth, two hundred and Thirty Fourth night writing in a row! (1234) and being a sucker for numbers I wanted to change it up a bit.

Nyxara Cinderthorn

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Nyxara is a PC that I have that is part of a post apocalyptic world set hundreds if not thousands of years after a modern world, like ours, came to ruin. Many old monuments to the old world still reside but nature has taken back most of it. She is part of a group of adventurers who investigate these Monuments called ‘Dungeons’ and looks for answers, treasure and fame.

Nyxara is an wild-elven sorcerer who believes that the strange whispers she hears is the gods of nature calling for help. She has left her tribe and her village looking for the source of these voices to try and work out what her connection to them is but also how she can help save the gods – if they exist or not.


Nyxara Cindethorn – Created in Copilot and GIMP

Back Story

Nyxara was born beneath a night sky streaked with emerald auroras – an omen witnessed by the tribeโ€™s elders on the night of her arrival. The celestial display was rare, seen only once in several generations, and the elders believed it to be a portent of something beyond their current understanding. They named her Nyxara, meaning โ€œStarbornโ€ in their wild tongue, believing her path was touched by forces greater than their understanding. As she grew, Nyxara proved to be unlike the others in her tribe. While her kin revered nature with discipline and devotion, she communed with it instinctively, as though she could feel the heartbeat of the wild in ways others could not. She spoke to the winds, played with creations that she formed from mud and twisted flame to entertain the children and adults alike. However they also feared her budding magical prowess as she was caught playing among the creatures born of twisted mutation, and often stared into the distance not seeing the living as she listened to the silent whispers carried by the leaves, dust, mist and embers.

Her magic was raw and chaotic, unpredictable – yet it never turned against her. When she reached adulthood – quite some time for an elf – her naming rite was held within the forest of her home village. She was sent out into the woods where her feet and the whispers of what she believed to be the gods led her deep within the ruins that lay at the heart of the forest. Large square – nearly perfectly formed stone structures housed large rusted relics from a forgotten age and where she once would have stood at the heart of a city she now saw nature taking back what once was its.

A place once controlled by man to store their vehicles and complete their shopping was a city brought down by time and swallowed by nature. Wandering alone into the ruins – sent by incoherent whispers, she found herself standing at the base of corrupted vegetation as its twisted poisoned roots sought to consume her. She should have died, but something awakened within her. The world pulsed around her, and in desperation, she channelled her magic into the earth through the vines. The vines twisted and burned, transforming into Cinderthorns, fiery tendrils alive with elemental power. They did not wither. Instead, they pulsed like veins of molten fire, revealing markings that no one could read – symbols of a lost time. When the elders found her – brought from the pulse of magic and the column of smoke, they declared this the work of the gods, marking her as Cinderthorn, as its new form and life was fuelled by her magic. The Elders, with Nyxaraโ€™s help, took a cutting of the vines and brought it back to the village in an ancient vessel that seemed to contain the heat and voracious appetite of the roots.

Yet, as the years passed, Nyxara began to hear and understand the intent of the voices – whispers carried by the Cinderthorns on floating motes of fire called her to something greater. One night, as she meditated with the elders, the Cinderthorn plant within the village ignited with ethereal energy, forming ancient patterns that no one could decipher. The embers spoke to her and as she reached out and touched them, the world shifted, and she saw a vision. A great ruin, the sundering of the world in a violent outburst. The rebirth of plants and animals as life exploded as it fought to take back what was once lost and a presence, calling to be found within the ruins of old. When she came through she knew then that her place was no longer within the tribe. She had been called to something beyond their teachings of history, nature and the gods, beyond their traditions and rituals.

The gods of nature called her to seek them, and she would answer the call. Against the warnings of her elders, she left the safety of her homeland and entered the world beyond, venturing into the ruins of the old world in search of what remains of the forgotten gods. She believes the answers to restoring nature lie within the ancient depths of lost dungeons – buried structures and temples, crumbling towers, and vaults locked by time and consumed by the earth itself. With her staff, her wild, untamed magic, and the will of the unknown gods, she walked the lush vibrant lands, the crumbling ruins and the cursed sands, speaking to the earth, unravelling its secrets, and battling those who would seek to twist its course for their own gain.

Some call her mad.
Some call her chosen.
But she calls herself the voice of natureโ€™s will.

The Quest

Nyxara’s call from what she believes the gods echoes into her dreams. A reoccurring dream that she has stayed with her for years. Of the forests, of fire and of dragons. These dreams started to take on a different meaning when the elders told her of the story of Scorching Wrath.

Long ago, the land was poisoned beyond recognition by reckless civilisations, and nature called upon its greatest re-balancer, dragons. Entire cities were destroyed and its people fled into the forests and the wilds. The wrath of the dragons did not stop there and soon many of the great forests were razed, rivers dried to dust, and the world was cleansed in flame. Though nature eventually restored itself, the scars of dragonfire remained, serving as a constant reminder that should the balance ever falter again, the dragons will return.

The elders then stressed that If one were ever spotted in the ruins, it would mean the world stands at the edge of annihilation. It was her tribes sacred duty to do what they can to ensure that the world does not tempt the dragons re-awakening and so that nature and life itself can remain in balance.

Not wanting to tempt the return of the dragons she set forth to find the gods, learn from them and do what she believes she was fated to do – save the natural world from another cataclysm.


Thanks for joining me today for a different change in pace. I hope to expand the story of Nyx as the adventure continues. Tomorrow it’s back to the normal schedule with the end of week Zine coming here. So don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

2025 Campaign Adventure 20

Good evening all and welcome to the 20 adventure for my D&D party utilising DnD 2024 rules. While I will endeavour to not give away the campaign, adventure or plot moving forward (in case my party read these updates!) I will attempt to write up each adventure this year continuing with my, now, 2025 Campaign Adventure 20 – continuing on from the 2023 and 2024 adventure.

This is a continuation from Campaign adventure 19 as the party continues on their first mission as members of the investigation of the strange creatures in these lands.

2025 Campaign Adventure 20

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Plot:

New Companions and Travelling Arrangements

The party woke up and had a hearty meal consisting of sausages, bacon, eggs, thick cut toast, and in Taters case, a breakfast Ale. With Groku and Armaeth joining them as they finishing the last parts of their meal they caught sight of Tobias who had a tired and worn look to his normal smug expression. As he approached Tater and Kai, sitting down next to them, he explained that Steffani had approved a small group going to investigate the Bashe remains. He had been approved to travel with the party if they requested due to the mysterious nature of the mission.

Gwen had indicated that there was a lot of unknowns or conflicting reports but the request for aid and Payment in advance was enough for the guild to go and investigate. With little ceremony the party had invited Tobias, Tobi, to come and join them as long as he organised his own horse. Appearing uncertain about it he hurried off to procure a suitable steed.

The party caught up with Tobi as he sauntered side-saddled towards them on a rather fetching white riding horse. Its blond mane and tale complimented the golden accents to the riding tack and the very small riding bags that he had with him. Explaining for some while as he admired the green died leather accented harness and saddle he commented that it appeared to be quite uncommon for adventurers to ride side saddled – but he was determined to continue.

After Tater had taken to the Draft horse, Armaeth sitting with Groku on her riding horse and Kai deciding to walk until he could call forth his paladin-graced steed, they were about to head off where Tater was thrown to the ground by the ornery old draft horse. Tobi did not let up the comments about providing some tips and tricks about riding a horse and even suggested that the sturdy dwarf ride side saddled as it may prove more suitable.

Even despite the while stallion receiving an almighty whack from Tater that sent it dashing off towards the eastern gate Tobi managed to stay on the horse through sheer luck – much to Tater and Kai’s chagrin.

Cross Roads

The party continued for some time and Kai made an effort to show off some of the magical tricks that he head learnt when he was travelling with the wizard Tim. Tobi being amazed at first was a quick study and soon was boasting bout the age at which he had mastered the spells that Kai had likely spent ages learning. This wasn’t earning him any brownie points but the conversation was still civil as they continued along the eastern road.

The roads were busy this side of Warrensdeep with most of the traffic being agricultural or trade. The roads were well maintained and guarded as they approached a busy crossroads. Taking the path towards Faerstead the roads got a lot quieter and it was here that Kai was finally sick of walking and instead decided to play another trick on Tobias.

‘Hey Tobi, have you ever seen ancient goblin magic?’ he asked as he proceeded to vomit forth his paladin steed. The creature had a large wolf-like body with several bat features woven heavily through the creatures appearance. Lage ears, a wrinkled nose and sharp teeth. Along is muscular forelegs – where it divulged from mainly bat features – vestigial wings with a leathery skin between the inoperable bones that sprung rom near its clawed feet.

The mage nearly passed out, both Tater and Kai mocked him while the girls continued on like nothing happened. After a bit of time where the animals were needing a break, and so was Tobi as he was not used to riding horseback side-saddled or otherwise, they came across a small spring and some trees. Taking this time to rest they recounted how quiet it had been even with the potential ambush along the road where Armaeth had flown off to scout for the potential attackers only to see them fleeing into the distance away from the party. As they wrapped up their short break they continued towards Faerstead.

Sudden Test

Wanting to regain some dignity after the near-passing out incident Tobi volunteered for first watch that night as they were cooking a few large tubers he managed to find and a partridge he had caught. As they ate roasted vegetables and bird Kai and Tobi concocted a plan to test Tobi to make sure he was aware of what was involved when on watch.

Messaging his summoned steed via the telepathic link he organised for the creature to sneak off and, periodically, growl near by to test how Tobi reacted. Instead of raising the alarm he pulled out a little leather book called ‘A guide to the world’ and began taking notes around a Growling Owl. It wasn’t until the creature had pounced on him and licked his face that the party let him in on the test. Mordekai joined him for the rest of his watch and they experienced nothing foreign in their period. Rousing Tater, another prank from them both gone wrong, with a hefty kick to the stomach Tobi withdrew to a meditating like trance while Tater took watch.

It was then that somethings started to approach the camp. Rousing everyone and dousing the flames they prepared for battle but the eight foot tall bear-like apes that appeared was not what they were expecting. With a flurry of movement and violence Tobi had illuminated the creatures and sur rounding battlefield to make sure that those without Darkvision would be able to see the creatures which is when the first creature lashed out at Groku after her thrown axe barely missed it.

Digging in its sharp honed claws into her sounder it dragged her other shoulder into its mouth and bit down hard. The sudden ferocity and blood lust took the party by surprise and Groku was not looking well after sustaining a critical wounding strike. As the party fought back Kai blessed the party before he and his mount raced to support Tater and Groku who were facing off against two of these creatures. However the sustained damage against them caused a physical change in the creatures. Their wrinkly bear-baboon like faces grew taught and nearly skull like as a crown of flesh extended on top of their heads.

It attacked with renewed vigour and aggression as the smell of its own blood and the pain pushed it into a frenzy. As the party weathered the beating Tobi cast Chromatic orb and as the balls of energy lashed into the uninjured creature that was currently attacking Taters flank he managed to reel in the orb and send it spinning into the enraged, but prone thanks to a trip from Groku, creatures chest boring through as he rotated the orbs faster.

The smell of burning flesh and ozone was briefly lived as Kai smashed his shillelagh empowered attack into the creature. The as the party was able to focus on a single creature Tater raised his Halberd high and with a flurry of attacks spurred on by rage and the growing recognition of the blood-frenzy state that the creature was about to get into, he landed the finishing blow, separating the creatures head from its body.

After cleaning up everyone and tending to the most wounded, being Groku, the party let Tobi examine the bodies before he burnt them in a magically charged bonfire later, his experience as part of a cleaning unit for the guild coming into hand.

Soon the party welcomed a new dawn after some fun the day before, an encounter with creatures they had not seen before, and some early memories of their new party formation being created.



Thanks for joining me tonight for the continuation of my campaign for my group. Don’t forget to come back again tomorrow for more content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

2025 Campaign Adventure 19

Good evening all and welcome to the 19th day of adventuring for my D&D party utilising DnD 2024 rules. While I will endeavour to not give away the campaign, adventure or plot moving forward (in case my party read these updates!) I will attempt to write up each adventure this year continuing with my, now, 2025 Campaign Adventure 19 – continuing on from the 2023 and 2024 adventure.

This is a continuation from Campaign adventure 17 & 18 as the party continues on their first mission as members of the investigation of the strange creatures in these lands.

2025 Campaign Adventure 19

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Plot:

Tithes of Thanks

The party woke up to a fresh morning with a few things to organise before their next mission. Gathering up their things and saying hello to Marie after a brief breakfast they head towards the Temple of Ilmater to have a chat with the clerics there. Brother Steve, the man who had welcomed Kai into the brotherhood greeted them and after Kai explained what had happened to his arm, in a non-detailed and flattering way, brother Steve managed to restore some of its functionality.

While Kai regained the ability to move his arm the strength and dexterity he once had was yet to return. A longer period of time was required to heal this affliction. As they offered a large sum of money to pay for the healing they also organised to get several healing potions created by brother Simon. As they were enquiring about where to get better weapons and adventuring gear Brother Steve warned them to steer clear of Tsar who runs a Bazaar and deals nearly exclusively in stolen items, including the church’s holy symbol that once adorned their central altar.

Finding a way to fell two orcs with one arrow they head off in search of Tsar and his Bazaar in the market.

Tsar’s Bazaar.

The party eventually found the place they were looking for. Flashy, gawdy and overly expensive the place oozed the arrogance behind the man who owned the shop. Entering they were greeted with a typical pawn shop. Shelves of people’s junk or treasured items lined next to each other. On the wall there was dozens of weapons that, with his trained eye, Tater could tell were all fake or made to look more impressive than what they were.

As they were looking a man that was more moustache than charm waddled up to them and introduced himself as Tsar. He was entirely too focused on himself and his business but made a great deal of effort in trying to sell the weapons that were on the wall to the party. Claiming that one of the axes, which was evident to Tater was intended for carpentry not battle, had felled a dragon and once belonged to a dwarven king.

After Kai enquired about holy relics of churches he used their drift globe as a tool to try and sell the appearance that he too was into the same type of ‘business’ as Tsar. After some clever deceptions the disturbing man produced a small chest filled with iconography of the gods, all of them liberated from churches. Making a great show of leaving and being somewhat uninterested as they had to sell ‘dragons teeth’ they barely left the counter before Tsar stopped them. Retrieving a single tooth that they retrieved from the Snowtown Quarry cave Tsar became transfixed . With some clever thinking Tater and Kai made the man believe that the tooth came from the same dragon that his axe allegedly slew.

Spotting a good bit of business the man ran off, advising them to search through the ‘ugly blade’ bucket as he quickly retrieved an expert in teeth.

Familiar Faces

While the man left the shop open Kai retrieved Ilmaters symbol from the box, which he had spotted earlier and stashed it in their pouch of holding. Noting a wicked looking repeating crossbow armed and ready behind the counter in case Tsar needed to deal with ‘business interference’. As they searched through the blades in the ‘ugly bucket’ they realised that all of these had been taken from graves. Some still had grave dirt on them but they were well made and were suited for combat unlike the ones on the wall.

Tater noticed that two stood out, the blades themselves showing no sign of decay, damage or wear and tear. A rapier that’s blade was razor sharp and nick-free and a long sword which had its blade glow like molten silver. Grabbing those blades and following Tsars advice, as he excitedly left, ‘Take any blade from the bucket. I can’t have my business partners going around unarmed.’ they stood their and waited for the man to return.

Using a trick that Kai had learnt early in his days of travelling with the wizard that had ‘adopted him’ he had an unseen servant rotate the supposed dragons tooth above the counter, holding it a foot above the wood. Tsar returned with a familiar face. Tobias, the mage that they had interviewed briefly to accompany them.

Recognising the party Tobi made a silent pact to not reveal each other to the man, or their employers as he inspected the tooth. Not a dragon. Something more. A bashe, a large serpent that used to hunt dragons and had a strange kindship with purple worms. After hearing about how rare they were and how valuable these teeth were Tobi helped the party convince Tsar that it was worth more than his shop was worth. Tobi agreed to sell his shop on the condition that he would receive the tooth – greed taking over his eyes. Agreeing to meet the party at Ms Trotters Tavern, where the party had no intention of visiting, he would bring what gold he could to purchase the tooth from them.

As the man hurried them out the door, the tooth still in possession with the party, he ran off to begin making as much coin as possible in a short amount of time to pay for the tooth and to truly become rich. Tobi confirmed it was a Bashe tooth, that part was not deceptive, but also advised they are valuable to certain people – he being one of them.

As they left the party discussed with Tobi the potential of him joining them on their next journey to Faerstead. Considering the offer he agreed to meet the party at the Five Fat Ravens Inn later to discuss the tooth, the mission and more. The party head back to the Tavern, spoke to Tobi about where they found the tooth so the guild could go and retrieve more teeth for study and, profit.

As they rested they prepared themselves for their next mission.



Thanks for joining me tonight for the continuation of my campaign for my group. Don’t forget to come back again tomorrow for more content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

2024 Campaign Adventure 17 & 18

Good evening all and welcome to the sixteenth (and 17th) day of adventuring for my party. While I will endeavour to not give away the campaign, adventure or plot moving forward (in case my party read these updates!) I will attempt to write up each adventure this year continuing with my 2024 Campaign Adventure 17 and adventure #18 – continuing on from the 2023 adventure.

This is a continuation from Campaign adventure 16 as the party continues on their first mission as members of the investigation of the strange creatures in these lands.

2024 Campaign Adventure 17 & 18

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Plot:

Evil Unmasked

Leaving Fustmach with supplies they followed the path down the mountains. The travel down was easier than up the mountain and with the snow disappearing and the mud hardening they made good time. Following the tracks of the Orc family that left the day before they discovered that the gnoll’s had separated from the others earlier in the path. The party found traces of the goblin, Gorbo, that the freed travelling with or near the orcs but the tracks were different.

As they continued they found a camping site where it appears the family of Orcs they had rescued had rested, but there were other tracks as well. Larger tracks mingled with goblin tracks were found around the outskirts of the camp site. The reason for these tracks was later discovered.

As they continued on they came to a familiar spot near where they rested on the way up the mountain. However instead of a, wolf ridden place to reside they found the Orc family killed, butchered and eaten with the main evidence being deep knife-like cuts and large bestial footprints. Deciding to avenge the slain orcs they set up a trap to see who would bite by, to no ones surprise, Kai pretending to be injured.

However, despite the obvious portrayal to the trap it worked. A goblin appeared, the same one they rescued from the cages beneath Fustmach. After a brief discussion and concern for Kai’s wellbeing because “the civilised people are not to be trusted” they offered the goblin paladin a choice, join their movement to free the goblinoids and other monstrous races by overthrowing the civilised world. Agreeing as he believes in freedom of his people and wants to see their persecution end he followed the goblin to meet with his other associates. Another mistake to the growing list.

Monstrous Intervention

His associates? Hulking bugbears. The initiation ceremony? Murdering his travelling companions. Tater had seen him leave suddenly and had summoned Armaeth and Groku to follow urgently in case his friend was in danger. Gorbo revealed that they had agents within many major cities and that the enslaved goblins, including those in Warrensdeep were to be freed and an uprising would occur. However despite the freedom of the perceived tyranny that his people were under Kai had made up his mind.

When Kai refused to murder his friends the bugbears revealed their mutated nature claiming they had been blessed by a pact with the gods. Maglubiyet, Malar, Yeenaghu and Gruumsh had supposedly blessed their kind with power. As Kai fended off the attacks from clubs, axes and blades the Goblin attacked him with a dagger held in a now-revealed third hand.

After calling for his companions to flee from the Goblin and hobgoblins, who pursued Kai, the party did what they thought was best… they engaged the goblinoids in combat and it was a bloody affair. Groku took a few massive hits from the brutish goblinoids while Kai was poisoned by Gorbo’s dagger attacks. After a few horrifying rounds of combat the goblin lay dying, cut in half and the bugbears were not moving in various stages of death.

Discussing the battle and the disagreement in the approach they made two revelations. Half the goblin was missing, he had crawled off and the second discovery? The wounds of the bugbears had twisting, purple worms attempting to re-knit the surface of the wounds again. Following Gorbo Kai found he trying to escape. Again Gorbo mocked Kai for betraying his people and forsaking true power, the power of the gods and even as he was being dragged back to where they were disposing of the bugbear corpses he tried to escape even as the corruption tried to knit together his wounds.

Fork in the Road

None of the party slept particularly well that night and as they rose the next day, fed their adopted giant albino bat and prepared to finish the travel to Warrensdeep their minds and hearts were heavy. Leaving at dawn they made great time. The roads were all downhill from here and with no snow or slush they were able to reach the crossroads at Suncrest.

Taking the more direct path it wasn’t until mid afternoon that they came across anything that gave them pause. A large tree had been ripped from the ground, splintered from an impact about mid way and large claw marks were seen in the surface of the bark. Marking in the ground indicated that there had been some form of confrontation here. Claw marks, large indentations and shifting of dirt from something heavy, or strong, dragging across the roads surface and then, the loser of the confrontation fleeing and heading north west towards the mountains.

The party deduced that they had been made by something possible reptilian or dragon-like but, there were conflicting information and evidence. The number of sword-length claws didn’t align to dragon or reptile, the blunt markings were too unfamiliar and unusual with no evidence of scale or chitin which would be expected from a wyrm, dragon or other beast. As they moved on they exchanged theories including the possibility of A turtle-bear, a creature that Tater swore existed but the others had not heard of such before.

Upon dusk due to the incline towards the city, the mule and draft horses progress on the good roads they were able to see Warrensdeep. Entering the town they were advised to find a good place for the caravan, which reeked due to the giant bat living within it, and they eventually settled with stashing the caravan nearby with the horses and mule residing at the Five Fat Ravens tavern while they waited for the morning.

New Orders

The morning brought good warm food, no pork knuckle to Kai’s dismay, and a resolution. A warehouse was to be sought so that Batrick could stay within the city while they prepared for their next job, or longer. And, of course, the reason they were here was to report to Steffani and Gwen. A tip-off from Marie the tavern owner saw them heading towards the guards barracks where they heard some unsettling news.

A cult had rumoured to have started within Warrensdeep. The nature of the cult, its people or purpose were strangely unknown but the citizens were rallying around the barracks and even the mayors residence to bring an end to it. According to Steffani and Gwen, who got her information from Sebastian; the Aasimar descended captain of the guard, the cult had strong ties with the guard, the mayor and the city itself which put everyone on edge. However, this was all they knew and that Sebastian was looking into it.

The other news that Gwen provided them was a new job, the Township of Faerstead (Fae-RR-Stead) had hired them to come and investigate the strange happenings in their town. Strange creatures, bestial forms and shadows had been seen around the village at night. The town itself had been built upon the ruins of a long-destroyed city so there was a relatively extensive tunnel system under Faerstead which they believe the creatures dwelt within. However due to not having a military presence of themselves they had not confirmed or investigated their suspicions.

The party had a tough decision to make. Investigate the rumours of a cult in Warrensdeep, something they would do on their own time and accord without being paid for it by Gwen or the order. Or, take the paid mission and go help the village of Faerstead.


Main NPCs:

Sidekicks

Armaeth
Steffani
Groku
Gwen

Thanks for joining me tonight for the continuation of my campaign for my group. Don’t forget to come back again tomorrow for more content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe