Tonight as the party settle down at Goblin Way Camp – a aptly named common place for stopping for the night due to the natural resources and good visibility – for tonight’s addition to the adventure we get ready for combat during my favourite time for an encounter – night (or Dawn… I guess…)
So let’s wake up, get a coffee and get going with tonight’s map!
The fire was meant to be dug deep enough that it provided some light, some warmth but not enough to be seen for a long way away. However Reginald too matters into his own hands and decided to build the fire higher to get the climatic fight that he wanted.
The light shines through the trees like a beacon to those hunting for the hardest of game to find, adventurers, and with a trail of supplies leading them to the wagon and its guardians its only a matter of time.
A quick one tonight with a few layers for texture and use of layering items to get a broader sense of depth. It’s no secret that I enjoy Forest and night scenes so this was easy to make with trees, bioluminescent insects and the use of light from the camp fire to build atmosphere.
Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, Race Around the Rook. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Race Around the Rook, and that all your rolls are made with advantage.
Race Around the Rook
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Race Around the Rook – Created in WordPress.
The party stood at the docks, watching the ships prepare for the race, each with its own crew and eager spectators wagering on the favourites. Like other contenders, Gareth had hired adventurersโnot just to aid his voyage, but to ensure its safety. Although attacking rivals was illegal, it remained common due to the immense stakes involved, prompting organizers to permit guards aboard vessels. Garethโs crew had been recruited to protect the Surf Skimmer, a small but formidable craft, with the promise of solid payment and a generous bonus if they helped secure victory. With piracy and competition making the waters dangerous, strong defences were necessary.
Gareth kept a low profile, blending in among weaker contenders to avoid drawing attention. His true strength lay in his experienceโhe was a third-generation sailor who understood the sea like few others. As the race announcer spoke, Gareth reflected on his fatherโs past attempt, a promising endeavour that ended in disaster when pirates forced him onto the treacherous Rook. When the second crack of energy signalled the start, Gareth and his childhood friend Silvana acted swiftly, loosening the moorings and releasing the sails. The Surf Skimmer glided into the open waters with calculated precision.
Harnessing the wind with its unique sail design, the Surf Skimmer quickly gained ground, overtaking rival ships without the aid of magic. Gareth mused about the advantages of a wind charmโit could accelerate their speed, but controlling the craft would be impossible. He focused instead on the rhythm of the waves, knowing true victory would come from reading the ocean, rather than brute speed alone. Though they were not yet in first place, they had left most competitors behind, moving swiftly through the moonlit waters while enemy crews glared at their unexpected advance.
Their success did not go unnoticed. The second-place ship was visibly displeased to see them closing in, and dusk brought shifting winds that slowed the larger vessels while the Surf Skimmer pressed forward. A pirate ship had briefly attempted to intercept them, using ropes and nets to hinder their movement, but the party had quickly fought them off. Despite the setback, trained guards aboard the rival ship had been watching them closely, and their presence raised concerns about further conflict.
Trouble soon arrived when the Surf Skimmer jolted violently – spiked barrels had lodged into its hull, disrupting its movement. As the crew struggled to free the ship, a second barrel struck, further slowing its progress. Then the attack began. Flaming bolts rained down, embedding themselves in the deck, while arcane-infused arrows hissed through the air. Though the specially treated sails were resistant to fire, the ship itself was vulnerable. The first harpoon soon struck, pulling the Surf Skimmer closer to the massive form of the Sea Krait, followed by another as tension dragged them sideways. Gareth barked commands as mercenaries advanced, and the air crackled with magicโthe fight for survival had begun
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
This week we have the party trying to protect not just Gareth but his ship in the Battle for the Skimmer. As the larger vessel pulls off more stunts to try and stop them; permanently, the party need to defend not only the ship but themselves as the battle rages on.
So strap in as tonight’s going to be a bumpy one in tonight’s map!
The distance between the ships will make a lot of the combat hard – that is before boarding lines and boats come out to play. The party then can take the fight to the bigger ship or remain on the deck of the shorter, smaller ship to fight from there if need be.
The ships are moving fast enough that only quick thinking or magic will prevent people from disappearing into open ocean behind the ships. So that’s a hazard the party will need to brave as they fight it out during the Battle for the Skimmer.
A simple one tonight with some small modifications to existing ships. Four textures were put into the waves, three colour variations and then something to add a bit more depth into the water that dulled some of the choppy wave parts.
The ships were luckily existing assets that I added more rope. Masts and sails to to get to where I wanted them to look. Barrels suit the narrative this week with them slowing down and impacting on the hull of the skimmer.
Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, The Vipers Smile. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, The Vipers Smile, and that all your rolls are made with advantage.
The Vipers Smile
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The Vipers Smile – Created in WordPress!?
The party arrived in Imgard, weary from the road, lured by whispers of an opportunity suited to their talents. Whether slipping through merchant gates or braving the city’s seedy underbelly, they quickly grasped the harsh truthโcoin dictated survival. Towering structures and golden-lit markets painted a scene of wealth and deception, where promises were as fleeting as the wind. Seeking discretion, they found themselves at the Wonky Mule, a tavern steeped in the scent of roasted meat and ale, where conversation swirled in a tangled mess of traders, mercenaries, and thieves.
Over two days, familiar faces emergedโan old storyteller spinning tales of lost glory, the battle-scarred bartender twins keeping order, and a finely dressed stranger sinking into a rigged card game among dubious company. Then, a cloaked figure stumbled near the partyโs table, dropping a peculiar coin before vanishing upstairs. Recognizing the signal, the party followed into the shadows above, where secrecy reigned over promptness. Climbing the loudest stairs they had ever encountered, they soon found another of the strange coins beneath a door and knocked, stepping into a dimly lit room.
Within, the ragged figure before them shed his disguise, revealing himself as Lace, a Harper tracking the cityโs disappearances. His grim tale unfolded: suspected abductors had been found dead, yet their likenesses continued appearing across Imgard and beyond. The Harpers, compromised by their notoriety, needed outsidersโneutral eyes that the infiltrators wouldn’t recognize. As the party left, a fleeting moment of unease gripped them when they locked eyes with a pale-faced figure descending the stairs, his passage eerily silent despite the groaning wood beneath their own steps.
Tracking the stranger through the dim-lit streets, the party watched as he slipped into a building. Listening in, they heard his hushed wordsโrecruitment for fresh infiltrators, replacing those whose usefulness had expired. Yet, as his voice shifted, its masculine edge dissolving into something unnerving, the party peered through a window and barely contained their shock. His human face melted away, revealing the unmistakable serpentine features of a Yuan-ti. The realization struck hardโthis infiltration ran deeper than they had feared. Before they could retreat, hulking figures stepped from the shadows, and the door creaked open. There would be no easy way out.
The Yuan-ti sought only blood, hoping to kill the party and assume their identities, but they had not accounted for their strength. The battle was swift, decisive, and left no witnesses. Within the room, a hidden compartment revealed parchment detailing infiltration efforts, key targets, andโmost cruciallyโa scheduled gathering in the coming nights. With fresh intelligence and a semblance of a plan, the party disposed of the bodies and set their sights on Imgard Sanctum, where the city’s fallen heroes were honoured. But upon arrival, the guardians greeted them not in common tongue but with a hiss, allowing them entry. Beneath the glow of the fountain, they saw the unsettling realityโdozens of infiltrators moving with casual ease, their chatter masking coded exchanges. And when a group approached them, a wave of unease washed over the party, their instincts warning them that something was deeply wrong.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Tonight we have the Imgard Sanctum – a garden that pays respect to heroes that have been lost defending the people of Imgard. But it happens to be also a great meeting spot for those who are up to no good.
So as we close in on the infiltrators make sure to grab yourself a warm coat as we enter the Imgard Sanctum in tonight’s map!
The grave stones to the north of the area pay homage to the heroes once lost. These appear be graves but there are no bodies buried here – its just a memorial. The gardens were built around the memorials and have grown to be a place to reflect. However, many people use this as a place to meet to exchange information, goods or other nefarious things which has become its main use over the years.
A simple map using some of my favourite assets. A single texture with this one (for quick use) to create the grassy background and the night filter placed over the top makes it a bit darker. Two types of trees gives variety to create more visual appeal when looking at the repeated assets of the graves and tombstones. Lanterns on pillars and a fountain add another item to create both a light source as well as something to provide cover other than trees.
Small orbs of coloured light could reflect a magical effect or fire flies that flitter through the gardens at night. Either way the Imgard Sanctum was a fun and quick map to create.
Thanks for visiting tonight to find out more about the Imgard Sanctum. As we continue on the adventure this week we with the creature stat-blocks tomorrow night we inevitably get closer to the conclusion on the weekend. So don’t forget to come back the remaining days this week to stay up to date with what’s happening at my tabletop. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, Cave Invasion. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Cave Invasion, and that all your rolls are made with advantage.
Cave Invasion
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Cave Invasion – Created in WordPress!?
As the party moved through the outskirts of Wyrehaven, the distant sounds of battle filled the airโgoblin war cries mixed with the terrified shouts of common folk. Rushing forward, they found a cart riddled with arrows, its horse lying dead with a spear jutting from its chest. A small group of humans struggled to defend themselves, their guard expertly using his shield to deflect goblin attacks while others jabbed spears at their attackers. Blinded by the harsh sunlight, the goblins could barely fight back as the party charged in. Within moments, the tide of battle had turned, and the goblins were either slain or scattered, leaving the humans safe but shaken.
The grateful travellers shared their story, explaining how they had been ambushed while passing near a tree-lined hill. Though they had expected the threat of bandits, goblins had caught them off guard. Their guard, Sven, admitted their luck in surviving the attack, particularly with the goblins’ poor ability to fight in bright light. As he hitched his own horse to the cart, the travellers urged the party to accompany them to Wyrehaven, where the local guard offered bounties on goblins and other troublesome creatures. They hinted that the party might find work in the city if they were looking for coin or reputation.
Arriving at Wyrehaven, the party followed Sven to the Iron Gauntletโs barracks, the cityโs guard and militia headquarters. While waiting for Sven to speak with the captain, they overheard rumours and speculation about recent events. When Sven returned, he was accompanied by a short woman with cropped hair and tired, calculating eyesโCaptain Jin. She acknowledged the party’s report and expressed concern over the unusual behaviour of the goblins. Sven agreed, recalling previous efforts to contain them when their numbers grew too aggressive. Jin then offered the party a mission: investigate why the goblins had moved so far from their usual territory. She warned of the risks but promised good rewards and provisions should they accept.
Not long after leaving Wyrehaven, Sven rejoined the party, explaining that Jin had sent him to assist and report back any findings. Taking the rear guard, he helped keep watch as they travelled. The party rode on horses provided by the guards, not the best but reliable enough. Their pursuit of the goblins quickly revealed signs of their retreat, with the wounded and dying left behind. As the trail led them deeper into the wilds, they encountered surviving goblins, leading to a brief skirmish before an uneasy night’s rest. Come dawn, the party examined the fallen, discovering strange woundsโpuncture marks like those from spiders or snakes, alongside old battle scars.
Pressing forward, they followed the goblins’ trail until they reached the foothills of the mountains. There, they found a small goblin camp abandoned only recently, as well as tracks belonging to various beastsโlizards, spiders, wolves, and others resembling goblin footprints yet oddly different. As they entered the deserted goblin village within a large cave, the destruction was evident. Huts had been burned and torn apart, bones scattered across the ground, gnawed clean and cracked open. A pungent stench of musk, metal, and sulphur filled the air, making them gag. Whatever had taken over this place had rooted itself deep within, and if it had driven a goblin clan to flee, it could pose a far greater threat to the nearby settlements
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, Fowl Play. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Fowl Play, and that all your rolls are made with advantage.
Fowl Play
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Fowl Play – Created in WordPress!?
The town of Cherpa is on the brink of disaster. Every year, the grand Festival of the Iron-Shelled Hunt brings glory to the finest Cherpa hen handlers as they compete in retrieving the elusive shellfish from the depths of the great lake. But something is terribly wrongโthe Cherpa hens have vanished. Their empty roosts leave the town eerily silent, save for the desperate calls of their handlers. A mystery shrouds the lake, and the festival stands on the edge of ruin. The townโs leaders have sent out a call for heroes to uncover the truth, recover the missing birds, and save Cherpaโs most treasured tradition before time runs out.
Cherpa Mills – Smaller image – Created in Inkarnate
Cherpa is a peaceful village that thrives because of its great lake. The mighty Cherpa hen, a powerful bird that bonds with its handler, helps the villagers fish for the prized iron-shelled fish. Each year, the town holds a grand competition to showcase the skill and trust between handler and bird. But something has gone terribly wrongโevery Cherpa hen has disappeared without a trace. The festival hangs in the balance, and whispers of dark figures lurking near the lake spread through the town. Desperate, the elders offer a reward to anyone brave enough to solve the mystery.
The party arrives in Cherpa, expecting to see the legendary birds. Instead, they find a town bursting with festival sounds but missing its main attraction. As they explore, they overhear an argument between merchantsโone of them, frustrated, claims the birds are truly gone. Then, an elderly halfling woman pleads for help. The mayor, Gerald, went to search for the missing hens but has not returned. Her young grandchildren beg the party to find their grandfather and bring him home.
Near the lake, the party finds Gerald fighting for his lifeโtwo enormous frogs are trying to swallow him whole! After saving him and returning to town, the celebration resumes, but their relief is short-lived. A panicked child bursts through the door: “Help! Coreyโs in trouble!” Chasing after Casey, the party arrives at an old windmill, its wooden beams broken and rotting. Inside, strange creatures prowl around a mass of frightened birds, shielding a crying child from the beasts’ attacks. The mystery deepens, and danger growsโwhat force threatens Cherpaโs beloved birds, and can the party save them before the festival is lost forever?
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Tonight we uncover the main body of the Gorthhollow Peak Cave map as the party travel deeper into the winding cave they find something that’s in a bit better condition than the outer structures. But the new residents are less than impressed with visitors.
So sit back, grab a coffee as we delve deeper into tonight’s map!
The party had pushed passed the wooden structures that had been burnt and smashed apart and were passing deeper into the cave system. Finding the right path was not too difficult as various creatures had been left to defend the path as well as frequent traps. The smell increased but so did the noise – a kind of Yipping that carried through the caves.
Kobolds.
The party pressed on as a clan of Kobolds this size could post a threat if one of their larger cousins, a dragon, were to take interest in the cave system. And with so many willing servants to tend to its needs it could threaten a wider area than a cave full of goblins. As they pressed deeper they came to a wider cavern that had several lava tubes that connected to the outside much further up, based on the light and presence of a breeze.
As they looked around several goblin tents were current teeming with kobolds and their animal pets. Large scorpions, spiders, a dire wolf and other creatures were caged or tied to the tents as the kobolds went about their business. It appears like the party found the heart of those who had displaced the goblins deep within the Gorthhollow Peak cave.
A rather simple map with a few different textures this week. The main call out is the pre-made tents that fitted well with the theme of this adventure as well as the cave walls that made it a lot easier. Some interesting other art assets for points of interest (like a cave in and some treasure) as well as a main central loot horde – perhaps a potential offering or established horde for a dragon – this cave is pretty scalable to what the party could need it for.
Thanks for stopping by tonight for another map. Don’t forge that the week isn’t over so make sure to come back over the next few days. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, The Temple of Portents. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, The Temple of Portents, and that all your rolls are made with advantage.
The Temple of Portents
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The Temple of Portents – Created in WordPress!?
The party arrived in Lumos during its holiest month, when clerics and mages gathered to deliver divine messages. The city had long thrived under the guidance of the High Oracle and the Portent Quartet, but doubts were growing. As they made their way to the towering ziggurat at the cityโs centre, the air was thick with anticipation, scepticism, and frustration. Some citizens had suffered misfortunes from failed prophecies, blaming the diviners for their losses. Despite this uncertainty, the people still gathered, kneeling before the temple, waiting for the sacred ritual to begin.
The High Oracle stood with the four elemental diviners, each performing symbolic gesturesโair cleared the sky, fire extinguished all lights except a single brazier, water soothed the crowd, and earth lifted the temple platform into the sky. A rhythmic chant echoed through the city as the ceremony unfolded. But when the Oracle spoke, her voice trembled with unease. โThe stars are not alignedโฆโ she announced before retreating into the temple. Panic spread among the people, their cries for mercy shaking the streets. The party knew this moment would linger in their memories for years to come.
As the night descended into chaos, city guards intervened, but it was the Portent Quartet who truly calmed the frightened crowds. With the divination failing, uncertainty gripped the city, yet the party found shelter at an inn, securing a good price in the confusion. The next morning, they encountered a mysterious woman in a red cloak, Tusicka Ignate, the Diviner of Fire. She had seen their faces, clothing, and surroundings in her vision with eerie accuracyโsomething only true prophecy could reveal. Suspecting their importance in unravelling the city’s crisis, she bought them a meal and explained that someone inside the temple was interfering with the Oracleโs magic, corrupting divinations and throwing the city into disorder.
Tusicka led them to the temple, where brown-robed figures with black scarvesโDiviners of Earthโmoved about, guided by Mistress Aeligica. Unlike others, Earthโs connection to the gods remained strong. Aeligica coldly informed Tusicka that the Oracle was attempting to restore her link through Earthโs strength alone. Suspicion lingered, and when Tusicka pressed further, Aeligica suddenly struck, sending her flying across the temple and disrupting her magic. She revealed the temple had been shifted, severing the powers of all elements except Earth, ensuring her dominance. Brown-robed figures surrounded the remaining priests, cutting off the weakened diviners.
Just as the party braced for confrontation, Tusicka reappeared, her body wreathed in fire. She had restored her connection to the ley lines and confirmed their fearsโsomeone had deliberately disrupted the balance of magic. Now, with power returning to her, the truth was undeniable. The party stood at the threshold of a battle that would decide the fate of the temple and the future of Lumos itself.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, The Blighted Warren. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, The Blighted Warren, and that all your rolls are made with advantage.
The Blighted Warren
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The Blighted Burrow – Created in WordPress!?
Embark on a thrilling adventure in The Curse of Sprin, where mystery, magic, and danger await. The party arrives at the mist-laden village of Sprin, a once-prosperous farming community now gripped by despair. With wilting crops and starving livestock, the townโs mayor, Seraine, pleads for help, revealing the townโs mystical protectorโthe Moonburrow Hareโhas vanished. She suspects trouble but speaks in hushed tones of an ominous figure, Mr. B, whose name carries unsettling weight among the villagers. The party sets out toward the edge of Knotwood Forest, where the hare was last seen, hoping to uncover the truth behind its disappearance.
Seraine – Created in CoPilot.
Tracking strange footprints and shattered eggshells, the adventurers stumble upon a sinister sightโpoachers. Among them, a commanding woman orders a half-orc named Kug to transport a squirming sack, revealing that the Moonburrow Hare has been captured. As the party watches from the shadows, they witness giant weasels, locked in cages, being loaded onto wagons, alongside crates of stolen Moonburrow Hare eggs. A confrontation is inevitable, leading to a desperate battle against these ruthless hunters before the trail of their operation vanishes deeper into the Knotwood.
As the last poacher falls, he pleads for his life, offering the party crucial informationโhis employer, Bugs, a manipulative merchant, plans to use the eggs as blackmail, forcing the town into submission while keeping the hare imprisoned for his own gain. The poacher, hoping to spare himself, gives the party directions to Bugsโ encampment, where the captured hare is held. With time running out, the party presses forward, determined to stop the merchant before his scheme comes to fruition.
The Moonburrow Hare – Created in Copilot.
Reaching the poachersโ encampment, the adventurers find Bugs seated in his lavish tent, surrounded by his remaining men and an array of cages. As the party confronts him, he feigns diplomacy, offering the hare in exchange for their silence, but treachery is woven into his every word. At the moment of negotiation, Bugs makes his final moveโdrawing a concealed blade to slay the Moonburrow Hare, aiming to remove its magic from the equation entirely. The party reacts swiftly, a climactic battle ensuing, where Bugs finally meets his downfall.
With the hare freed and the eggs returned to the village, Sprin begins to heal. As if touched by the hareโs magic, the crops regain their vitality, the villagers regain their strength, and celebrations erupt through the streets. The party has not only saved the town but ensured that its guardian, the Moonburrow Hare, remains a symbol of prosperity and hope. This adventure is a tale of mystery, conflict, and redemption, promising players an unforgettable journey through the misty depths of Sprin and the ancient Knotwood Forest.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe