Melarn Cavern

Now the Melarn cavern is where we find our map today. I couldn’t bring myself to make another map of a building (although the ruins were fun) so I tried to create something that would capture the intent behind this encounter. Two ways in, one way out. Before I get too excited about this weeks adventure let’s stop there, grab a coffee and roll into tonight’s map!


Melarn Cavern

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Melarn Homestead – Created in Inkarnate

The Melarn homestead, the smaller of their many houses, is further away from the busy cities where the family makes their claim to fame. To the south is the large cavern where the spiders are kept and their silk is harvested.

The road to the north takes them to Kalehgrul and is the direction the attackers have come from. They may be able to sneak around or fight their way through. Or, simply, defeat the attackers then move on from there.

Stalagmites grow in this cavern and they provide places to hide and get cover. But they do this for the attackers as well.



A bit of a shorter one tonight for a map. Don’t forget to come back this weekend for more content and to see where the rest of this adventure takes us. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Hidden Shrine

Tonight and I have created a zine for this weeks adventure. The Hidden Shrine. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever 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 currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Hidden Shrine. If you like this format please let me know and I hope you enjoy.


The Hidden Shrine

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The City of Hark – created in nightcafe.

Rumours have flitted around the city of Hark for many years of magic, sorcery and wealth hoarded by some of the noble families of the city. Some had been investigated but nothing had ever come from such rumours. 

Some investigators quickly rose through the ranks and were granted manors and a life of privilege of which they hadn’t been entitled to before as a result of their investigation. This only spurred the rumours on more. 

However, the city of Hark is a mercantile city where religion, wealth and politics blend into a miasma of discord and discontent. The Party find themselves in a busy chaotic city where your station seems to be judged by the size of your purse.


PDF adventure – The Hidden Shrine



Thanks for joining me tonight for another Zine. This one had more content added to the Zine but… not so much that I could reveal in the blog update. So you will just have to trust me on that and grab a copy of the Zine. 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. 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

Heart of the Ruins

The time has come to visit the heart of the ruins. How the party interact with the map is up to them but this little map has a bit of everything. Boggy water, plants and vines that could snare your feet as you travel through. Rocky terrain and oh, I don’t know… I giant glowing orb of power? So let’s roll up our pants legs and dive in to tonight’s map!


Heart of the Ruins

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The well of Souls – Created in Inkarnate

The areas around the building provide a good vantage point and a good place to hide from the undead that will be swarming around the well of souls (the big glowy thing). However the ground is unstable with rotting vegetation, vines, leaves and debris from the ruins themselves so whoever treads across them best be packing an ankle brace.

The trees are twisted with large thick roots that piece into the soil. small creatures can hide within them (undead or alive) and they are easy enough to climb as well. The bushes along the way are thorny but don’t impede movement as such – but if unlucky they may nick a coin purse or bag.

The area in the centre dips inwards towards the well. The level where the well is is five feet lower than where the edge up the top is. This makes it harder to see down into the pit and the well itself, but that doesn’t seem to stop anything.

The orb, the power source in the well, emits a force field that disintegrates what touches it – however it fails. The more undead (or attacks from magical items, spells or effects) that hit the shield the more the power wanes. But it’s impossible to tell whether the shield was to keep things away from the core OR to keep the magic from the core contained. Regardless it looks like it’s been here for centuries and the magic is both waning and flaring.



I enjoyed this swampy map tonight. I think the multiple layers of dirt, stone, grass and water help give it a swampy feel. The rubble was fun to work with but, not super convincing – I will have to look at how to improve that in the future. But that’s enough out of me on that tonight. So don’t forget to come back this weekend for more content and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ferklends’ Palisade

So this week we find the party arriving at Ferklend, finding out that there is trouble in town and that they are the possibly the heralds who will both doom and save the swamp. This tale really starts by the party being greeted by Ferklends’ Palisade and then it flows on from there. So to get a glimpse at what we are working with let’s sit down, grab a coffee and look at tonight’s map!


Ferklends’ Palisade

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Ferklends’ Palisade – Created in Inkarnate

The palisade is new, for reasons uncovered in a few tales spoken in yesterday’s update. But the forest and swamp beyond that is as ancient as they come. Some of the trees have been cut down to repair the few houses in the town and to build the wall and defences. A crudely dug moat that spans at its widest ten feet lays around the wall that slows down aggressors, to some degree.

A few parts of the wall open and close to allow people through before being braced back shut again. a few platforms have been constructed against the wall to give it strength and to provide a place to stand and watch the the outside of the walls. However, along the wall the faces the swamp there are several more of these platforms as the attacks from the undead has grown in frequency and number.



A quick map today that I believe gives off the grungy, swampy vibe that I was hoping for. Don’t forget to come back this weekend for more content and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Den of the Lost

Tonight and I have created a zine for this weeks adventure. Den of the Lost. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever 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 currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, Den of the Lost. If you like this format please let me know and I hope you enjoy.


Den of the Lost

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After their confrontation with the Remorhaz on the thin and fragile ledges of the Platara Ridge the party were relieved to make it to the top. 

The sun reflected the whites and blues of the frigid landscape and in the distance a large glacier lay between the peaks of some of the tallest places in the continent. But if creatures like the one they battled call this place home what other ordeals wait for them on the Platara Ice fields.


PDF adventure – Den of the Lost



Thanks for joining me tonight for another Zine. This one had more content added to the Zine but… not so much that I could reveal in the blog update. So you will just have to trust me on that and grab a copy of the Zine. 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. 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

Salt and Smoke

Now with this weeks fight amongst salt and smoke we are taking a step back from map creation and going with good old Theatre of the mind. But let’s see if we can get enough of a description of what the battlefield looks like in order to drive the encounter regardless. So let’s sit down, grab a coffee and read on!


Salt and Smoke

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The seaside town of Nigrun consists of around three dozen small homes, two warehouses, a tavern-come-inn and a general store. Most of the buildings are built out of wooden planks that encase mudbrick walls. There are two main streets that create an intersection that split Nigrun into three sections with a warehouse, store and tavern being the smallest section that is fenced off.

The main street that flows from these central buildings passes houses and smaller buildings as it moves down towards the sea and the three piers that form the docks. The second warehouse is located here and stores non-Nigrun produced goods which they use as trade and barter with other seafaring people. However this leaves the warehouse quite open to all sides and so there is a thirty feet tall watch guard tower here.

Most homes are occupied by a family or people that live together. Most of the people in this town are either farmers who create the grain and straw or fishermen who take out small boats to the bay that they have found themselves in. A few larger houses are positioned along the pebble beach opposite the warehouse.

Currently there are some hastily made barricades that face outwards from the city protecting the warehouse, general store and tavern primarily but a ramshackle group of hastily made walls have been erected. Some parts of the wall lay smouldering where what looks to be a small tower was constructed but otherwise all is quiet in the city like the town before the storm.

The barricades are about eight feet tall with small holes periodically around the base for people to shoot arrows through or to jab with spears out. There are a few places that are open where there is no wall but the gap appears to be about as big as a wagon or cart and one lays nearby ready to be pushed into place to block it once more.

The land outside of the barricade is mostly flat with some hill scattered around but from the vantage of a roof, tower or taller perch you could see for a few thousand feet if there was something large approaching. The waters are clear except for the large merchant boat in the dock and none of the fishing boats are out on the water leaving it a very full dock presently.



That’s about it for now and this weeks town description. The encounter planned this week will be a bit of a surprise, I hope, so make sure to come back for that. Don’t forget this weekend should see more Tabletop content as we push through to the end of the year. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Frozen Ridge

Tonight and I have created a zine for this weeks adventure. The Frozen Ridge. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever 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 currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Frozen Ridge. If you like this format please let me know and I hope you enjoy.


The Frozen Ridge

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After the discoveries made at the tower of Andrasa the party uncovered something more. Three sites marked and labelled by the Arch mage herself in a language unknown to all. The closest being the Ice spire in the lands of Platara, a frigid region to the north.

These places could be a place of great opportunity, danger, or both but the adventurers will only find out once it’s too late.


After returning to Rastabar with the party spent a few days resting and seeing the sights. The markets were filled with local and exotic wares and they had access to almost any magical or mundane item they could wish for, the right amount of gold permitting of course. But the strange and exotic animals also drew them in. Wind cutters, hyenas, a fellgorger and something both chained, caged and contained in a giant wooden crate that occasionally rattled. All these weird and wonderful creatures are all up for sale. 

But despite their shopping and rest it wasn’t long until Lucile asked for them to join her at her warehouse.

“Now I don’t need to say thanks again, the payment should be enough for that, but I do have something else to offer. The land has changed since Andrasa drew her map but we believe we know where she was talking about. If they were placed Andrasa had pointed out or was drawn to they would certainly be placed of great interest. We have updated one of our modern maps with Andrasa’s key points and I want to give it to you. While Andrasa will always be my favourite subject it’s what she did with Rastabar that makes it special to me.”

Lucile Bendercuff – Created in Nightcafe

Although the ship had been paid for by Lucile the captain, Alex, seemed less sure of the job. “I don’t really fly up that part of the Desert. Tribes in the desert have been known to attack merchants given the chance, flying ship or otherwise.” he said as he looked over the helm and railing.

“There is a crate of supplies there, a gift from Lucile. You lot made that young woman’s dreams come true by uncovering stuff about that old mage. She hasn’t been this excited in years.” he said with a nod as the party opened the crate and looked at the rations, climbing gear, warm clothes and tent. Just don’t go do something stupid. These places were marked for a reason and it may not be the right one. The closest is the Spire, a spike of ice. I saw it once I did when I traded with some barbarian tribes of the ice plains. That was before I got the ship though. Magic plays up on the ice.”


PDF adventure – The Frozen Ridge



Thanks for joining me tonight for another Zine. 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. 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

Inside the Ice Spire

Tonight’s we get a look Inside the Ice Spire where we have a statue, a giant and a wolf. This week looks a bit cold and menacing but as I mentioned in yesterdays post; Secrets of the Spire, how this plays out is up to the party. So before we reveal anything more let’s sit down, grab a coffee and look at tonight’s map!


Inside the Ice Spire

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The walls of the room are sharp and harsh by they look like they are chipped back at jagged angles. A raised platform of ice, maybe 10 feet above the flat floor holds a statue that is in the stages of cracking and healing from a small trickle of water that drops from the roof above.

A smoother section of the wall lays behind the statue which looks like its purposefully been kept smooth and flat. Two large braziers shed flickering blue light around the room from either side of the statues platform from magical flames. Despite the room itself being well looked after and worn in places the hallway in has several different bones thrown against the wall and partially buried from snow that made its way down the hall.

Inside the Ice Spire – Created in Inkarnate.


The final map for the Platara Ice shelf, ice plains and ridge journey that the party has gone through. This week caps off the journey with a decision from the players on how this adventure goes. Will they confront the giant, the demi-deity of the glacier or will they head its threats and leave this place. Don’t forget to come back the next few days to see the outcome of this and the encounter that we crave. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Tower of Andrasa

Tonight and I have created a zine for this weeks adventure. The Tower of Andrasa. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever 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 currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Tower of Andrasa. If you like this format please let me know and I hope you enjoy.


The Tower of Andrasa

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Continuing on from the party finding the lost lore of Rastabar they eagerly return to Lucile Bendercliff. But while they think that the loose strings from their encounter on the streets outside of Rastabars Library, a separate interested party was close behind them.

While the airship was readied, the captain readied it for anything he had encountered before. With their trusted navigator already mapping the chart and consulting the map that Lucile was hastily sketching out, the party was nearly ready to go.

But would they get there too late?

The Tower of Andrasa – Created in Nightcafe

PDF adventure – The Tower of Andrasa



Thanks for joining me tonight for another Zine. 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. 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

Platara Glacier

Tonight’s we get a look at the Platara glacier as well as the encounter for this week. While not as terrifying as a Remorhaz this weeks encounter is still not pleasant and the mood should reflect that. So without talking it up too much let’s sit down, grab a coffee and look at tonight’s map!


Platara Glacier

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Platara Glacier – created in Nightcafe.

The footprints lead into the glacier itself, in the distance the wind howling through the steep cliffs made from carved ice mixed with distant screams. Or was it the wind that was making it sound like someone in pain or scared?

Following the tracks deeper into the frozen hell scape the party came across a cave, nearly hidden in the endless walls of ice and sediment. The muffled sounds of activity could be heard from within but otherwise it was cold and quiet. That was until the sound of claws on ice from within the dark cave could be heard.

Platara Glacier Wanderer Cave – created in Inkarnate.



Thanks for joining me tonight for this weeks encounter map! Another cave, I know twice in a row, sort of, but this week is a bit different. We have a deeper ice cave, some new creatures and missing villagers to find. All in a days work for a DM! But don’t forget to still come back daily to continue this adventure with me as we explore the Platara plains, the glacier and eventually the spire together. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe