Temal’s fields, well more accurately Simon’s fields, is this weeks scene for the encounter. An ominous fog has settled in and as the zombies walk through the mist towards the villagers and the party.
So grab your scythe and pitchfork and let’s rally in tonight’s adventure!
The fog rolling in from the hills nearly hides the thick stalked Mallow plants. Slightly raised mounds are hidden beneath the grass and fog but can be a recipe for disaster if someone stepped in a hole. The field is fenced off, albeit not completely, as a way of defining the border to their land. The barn is a prominent part of the area not because it’s anything flashy or particularly well made but because of the smell.
Rich pig manure reeks from the barn and has for many years, to hid the smell from the decomposing bodies that have been buried in the fields over the years.
A relative easy map for tonight with five different terrain paints to get the effect right. Plant stamps, two different types of hay roof, fences and a cart make up the bottom part of the map with some barrels and boxes. Fog and the holes to get rest of the atmosphere created the last few parts to get the atmosphere sorted.
Thanks for visiting tonight to get a look at the map we have planned for this weeks gloomy adventure. Don’t forget to come back for, well, the zombies tomorrow night but there is one more factor to consider as well. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
The Pasu Mountains are the home this week of our little adventure this week. The steep rocky climb up the mountain is only broken up by a thin path that is seldom travelled. This week the mountains aren’t necessarily the place of our adventure but very nearby would be.
So grab your coffee to go, strap on your hiking boots as we climb into tonight’s adventure!
The Pasu mountains backs onto the Wildmist forest which is dense with trees and bushes that make travelling through this are difficult. Apart from the beasts of the forest, bears, wolves and big cats there is also a large population of forest dwelling goblins that pose a threat.
The trees give way rocky soil as people push towards the mountain where rocky hills and protrusions take over the mountain side. Trees litter the side of the mountain providing cover and food for some of the creatures that live on the mountainside. The paths along the mountain travelling upwards are formed by the people, a hardy folk, that live on the mountain.
Been a while since I’ve done a map. About seven layers for the ground texture were done to give the effect. Overlapping cliff and craggy hill art textures give the mountain some elevation along with four types of trees. A nice easy one for the start of the year.
Thanks for visiting tonight to get a look at the map we have planned. Don’t forget to come back for some stat blocks for fight night and also, as always, don’t forget to roll with advantage, The Brazen Wolfe
The dusk falls over Felmore, casting the last warming light over the battlegrounds that were the scene of the days relentless assault. The defenders are weary, their spirits bruised but not broken and the heads of solitude banished from the city. The party, alongside the Red Lord and Elara, had noticed a disturbing pattern when the attacks were occurring, the wraiths that bring the isolation curse seem to act as generals, orchestrating the attacks of those entrapped by the curse. By removing these wraiths, the party believes they can disrupt the enemy’s command structure and increase their chances of survival.
So tonight will prove to be another bigger one so let’s settle down, grab out some paper and plan for tonight’s adventure!
Heads of Solitude
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The last rays of dusk creeps over the horizon, casting long warm shadows across the battle-torn city of Felmore. The air is filled with a tense silence, broken only by the distant cries of the wounded and the murmured singing of the weary defenders in an attempt to lift their spirits. The party gathers around the Red Lord as they discuss their observations from the previous night’s battle.
The Red Lord stands tall pawing at his giant beard as he watches the enemy. His eyes scan the horizon as the setting sun highlights where the foe, those too taken by the curse that the creatures of the Forgotten one bring, and the creatures that stalk amongst their ranks. These spectral wraith are ever watching and when one of the husks, the term given to the people too consumed by isolation and depression by the defenders, seems to fight back against the curse they hurry over to the resistor and reinstate the curse. After a moment the Red Lord looks over to the party and nods knowingly.
‘As you have probably gleamed already my friends, the wraiths – these spectres of isolation – are more than just mere soldiers. They command the husks, directing their attacks and reinforcing the curse on those who fight back against it, sowing despair among their own ranks to force them to battle. If we can isolate and defeat these wraiths, we may turn the tide in our favour.’ he said, confirming the parties own suspicions.
The party spend the better part of an hour coming up with as plan to isolate and destroy the spectres like they did at Meldwel forest. The plan was simple and they had the support of a deity on their side to increase their chances of success significantly. As they hurried off to enact their plan they wanted the other agents move to carry on their part of the plan, Elara and the Red lord supporting in the way that only they could, by drawing the attention of the wraiths and to call them forward to think they could snuff out their light.
It was hard to track the wraiths without giving up their location but they could read the signals that the defenders could as they moved through the outer parts of the city, beyond the walls where much of the days battle had happened. Soon enough they saw the wraiths hurrying forward with a small entourage of husks as they moved towards the Red Lord, goaded by the flare of red light that his candle and Elara’s symbol were blaring releasing.
Separating the Husks from wraiths wasn’t as simple as they hoped but they managed to set traps, snares and slow down the husks enough that the spectres, these isolations wraiths slowly finding themselves stripped of a body guard.
The streets of Felmore were eerily quiet as the party moved through the city. There were only a few remaining husks where the party were unable to separate them from the wraiths and their senses were focused for any sign of the wraiths change in attitude. Shadows flickered at the edge of the parties vision as the wraiths presence was felt, stripping the world of colour and warmth as the party got closer to them. Stopping suddenly the hairs on the back of the parties neck stood on end as the air grew colder. They were close.
The wraiths, sensing the party’s approach, emerged from the shadows and destroyed parts of the city. Their forms are ghostly, with long, goat-like horns sprouting from skeletal faces and tattered dark cloaks fluttering in the wind, nearly identical to the ones they faced yesterday and at the Meldwel forest. Yet they moved with an eerie grace, their eyes burning with a malevolent light as they had a deeper purpose and they found themselves cornered between a deity of light and joy and a group of mortals.
The battle began as the wraiths attempted to once again isolate the party members, stripping away their senses and plunging them into a void of solitude. The party pushed back, a voice clear as a bell pierced through the murkiness which prevented the curse from gripping them further. But they were short on time and these spectres were different, more experienced and calculating and less prone to making errors like the ones they faced earlier. These ones knew that the party could harm their spectral forms and they were keen to avoid the same fate.
As they fought on the heads of solitude, these more experienced wraiths, stared to fall one by one as the party fought while being bolstered by the light of the Red Lords Sacred Candle. As the last one fell a shriek of anger rang out through the city from the main force of the enemy. The sound that they were now at risk of being hunted if they didn’t make a break back to camp straight away.
Thanks for visiting for another night here at my tabletop. We only have three more nights of writing which will go by exceedingly fast with the last days of work for the year and the lead up to Christmas. So don’t forget to come back daily and hopefully, something special will be here when the Red Lords light greets us on December 25th. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
The city of Felmore stands on the brink of loneliness as an imminent attack from the forgotten ones hordes is on the horizon. The Red Lord, having been restored to nearly full power, is now the beacon of hope for the people. However, the Forgotten Deity is determined to extinguish this light. In a sinister move, the Forgotten One has called those who have fallen beyond hope into deep isolation due to the imagined banishment curse. These unfortunate souls, little more than husks, are driven by a twisted belief that the defenders of Felmore are the source of their torment and that by defeating them they will be able to find peace.
So rally the defences, stand by the wall and by the gate for we march into tonight’s adventure!
The Brink of Loneliness
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As night falls over Felmore, a palpable tension grips the city as the once-bustling streets are now busy for a different reason. The streets once filled with stalls and hawkers are lined with hastily constructed barricades, and the cityfolk have taken up arms alongside the soldiers and the party. The Red Lord stands at the steps of his temple and his booming voice rallies the defenders to bolster their spirit.
The city walls loom tall and foreboding in the moonlight, casting long shadows over the assembled defenders who stand vigilant over the battlements and beyond. A chill wind sweeps through the streets, carrying with it an eerie whisper of despair – foul mutterings trying to twist and taint the minds of those who defended the city. But the Red Lords booming voice bolsters the mind and spirits of those in the city and his hymns and songs of joy and hope can be heard from all parts of the city. Yet, despite the presence of the Red Lord the distant sound of shuffling feet grows louder, and the party knew that the time has come. The Forgotten One’s cursed army is approaching.
Despite the preparation they had managed to get done over two days the early arrivals of the Forgotten One’s army had rattled the defenders. Their old friends, neighbours and at times family members had stumbled into the barricades and attacked any who tried to help them. By the third morning there was a large force held back by several of the skeletal-ram headed creatures that the party had encountered at the Meldwel Forest.
The air is heavy with anticipation as everyone prepares for the fight to come as the rising of the light seems to signal the creatures and those lost to the curse the creatures carried rushed towards the city. The first orders to let loose fell on deaf ears but by the second call arrows started to fly through the air towards the rushing horde.
The first sign of the attack is a low, mournful wail that echoes through the night. From the darkness, figures emerge – pale, gaunt, and lifeless. Their eyes are hollow and exhausted with their movements plagued by bouts of anguished cries. These are the husks of those who have succumbed to the banishment curse, imagined by the people of Felmore but inflicted by the creatures of the Forgotten One. Both creature and man surge forth, driven by the Forgotten One to serve as instruments of terror.
As the battle rages the party rush to the main gate that they rally towards, the entry point that is closest to the Red Lords church. As they throw themselves against the gate they brace while the defenders ready another deadly payload for the husks that throw themselves at the gate. As the banging stops the party are called to the temple as the Red Lords voice booms out encouraging the defenders and renouncing those that attack the city.
But another voice sings out and catches the parties ear, Elara singing a hymn and it carries down to the party. They look up in time to see a glowing red barrier surround the Red lord and herself, both the Red Lords Candle and her own holy symbol radiating power as the barrier forms moments before one of the curse bearers, the Isolation Wraiths. Rushing to the Red Lords side they witness the city guards fall to their knees and call out in despair as the wraiths power takes hold.
The fight is quick and brutal but the party defend the cleric and her deity with minimal casualties from those who stood with them. As the party’s resources get dangerously low a screeching call that seems to drain the colour form the world resonates from the field beyond the city. The Wraiths and remaining husks turn and rush off to their masters call leaving the party and defenders to look after their injured, the fallen and despatch the mend the battlements.
Thanks for visiting another night. Don’t forget that tomorrow we will continue this adventure further so make sure to come back for another section of the adventure. We only have another four days to go so make sure you don’t forget to come back daily so you don’t miss a thing and, don’t forget to roll with advantage, The Brazen Wolfe
The journey back to Felmore is filled with a mix of motions, primarily anticipation and hope. The Red Lord, now rejuvenated and full of purpose, walks with the party, the glow of his restored power radiating hope and warmth. The path is no longer fraught with danger, but a sense of urgency propels them forward as the travellers they pass flock to follow in the Red Lords wake.
Yet a feeling of worry sneaks in between the feeling of warmth and hope from the Red Lord as the unmistakable influence of the Forsaken One can be seen on some of those that muster around them.
So sit back as the party has a small break, some moments of celebration and a warm welcome for a change!
Back to Felmore
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The road back to Felmore was busier than they had expected. As the party made their way down the roads and passed travellers by, several stopped to stare at them. They couldn’t be blamed as the party was walking with a living and breathing deity. Despite the Red Lord walking in his shorter human form people still stopped, pointed and followed him as they moved down the road. Soon a small horde of people were following the party and their companion singing the hymns of his church and calling out that he had returned.
Patrols still searching for the party stopped and gawked as they saw the man that they were with, some just moments before trying to arrest them. As they camped a small village sprung up around them and they, along with the Red Lord, was brought food, drink and any form of comfort that they may need. As the night went on the songs of merriment associated with the Red Lord grew more numerous but, all was not merriment and celebration.
There were travellers on the road who marched forward away from the city with the same sullen expression that they recognised from being influenced by the creatures of the Forgotten Deity. Some managed to break from their stupor and others continued without recognising that there were people trying to assist them.
By midday on the following day the party began their true approach to the bustling gates of Felmore, the city rising before them with its high stone walls standing tall and sturdy. The sight of the Red Lord, accompanied by the party, brought gasps of surprise and awe from the guards and hurried celebration and shouts of alarm to ripple down the streets. By time they arrived at the Red Lord’s Church word of their arrival had spread quickly, and a large crowd had gathered to witness the return of their beloved deity.
However the next words from the Red Lords mouth changed the atmosphere instantly.
‘People of Felmore, my followers and those who walk the path of second chances and joy. I have returned but not without the assistance of true believers. With me before you stand those who have risked everything to restore hope and mercy to our land. Despite being accused of a murder that was not true, despite being hunted by those who called themselves true believers in our teachings and despite the risk to themselves and their lives they fought to free me. The accusations against them were false, a dark plot orchestrated by one who sought to bring despair and isolation upon us. One that has been forgotten for far too long’ he paused, his voice echoing down the streets with diving power.
‘The forgotten one returns and seeks to plunge the world into isolation and despair. A waking banishment where family, friends and neighbours are stripped from you. There but unable to be seen, touched or heard. I ask you all to stand with your brothers and sisters, your family and friends, your neighbour and the strangers amongst you. Stand together to fight back against the darkness that threatens to take everything from you. Just as these heroes stood firm I ask you to do the same.’
Thanks for joining me tonight for the homecoming that no one really wanted. Tomorrow we start the final push to the end of the Dice-ember adventure and the end of the year. So don’t forget to come back each day leading up to December 25th where, the Red Lord Willing, I’ll have something wrapped up in a little bow for us all. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
The Tricksters of Meldwel forest couldn’t even take away from the view when the sun rises over the Darkstone Mountains, casting long shadows and a golden glow across the rugged terrain towards their destination. The party has survived numerous trials and now sets their sights on the Meldwel Forest, a dense and ancient woodland that lies to the northeast. Within this forest, hidden beneath the ancient trees, is the crypt that holds further secrets to the Red Lordโs fate.
So grab a coffee, or festive drink, and keen your senses as we explore tonight’s adventure!
Tricksters of Meldwel
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As dawn breaks, the party stands on the precipice of the Darkstone Mountains, the chill of the night slowly giving way to the warmth of the morning sun. The Blank Citadel had made the time feel like mere moments between Dusk and Dawn however as they witnessed the rising sun there could be no doubt that time passed differently beyond the portal. The path ahead leads back down into the valley several paths trek over the mountains towards the Meldwel Forest, a place of ancient magic and hidden dangers.
The trees of Meldwel rise tall and imposing, their branches intertwining to form a thick canopy that casts deep shadows on the forest floor below. The journey to the forest was surprisingly quiet with only a few goats daring to walk near where the party travelled with their cleric companion. The air grows cooler as they descend into the valley, the shadows lengthening as the party approach the edge of the forest with a trickling river moving towards the canopy of leaves and branches.
The scent of pine, blossoming trees and earth fills the air and the sounds of birdsong and rustling leaves create a serene yet eerie atmosphere. The parties footsteps crunch softly on the forest floor as they enter the Meldwel Forest in full, the path winding between towering trees and dense undergrowth.
As the party delve deeper into the forest the air grows thicker and more dense as a curtain of mist appears over the trees. The party stop to have a short rest while they wait for the mist to clear but it instead thickens until a dense layer covers the ground and rises in wafts to about chest height. The bird song and afternoon rays of sun give the forest an otherworldly presence as they continue deeper heading in the direction that Elara can feel the faintest of surges of the Red Lords connection to her and the Red Candle, which remains the same nearly inert flame as before.
The shadows seem to dance and shift, playing tricks on the senses of the parties eyes. Bird song mingling with the trickle of water near by starts to sound like soft flits of laughter, light and airy as it echoes through the trees and the fog that has refused to yield to the sun. Soon the party begins to catch glimpses of small, glowing orbs moving through the fog, fireflies they hope, and as the sun drifts lower they start seeing figures flitting between the branches.
The forest grows darker and more foreboding as they venture deeper, the once steady sounds of wildlife giving way to an uncanny silence. Suddenly, a chorus of laughter erupts around the party, and tiny, glowing orbs launch out from the trees towards the party causing them to to duck and dive and slip into the mid that was hidden by the cloud of fog. The party rise covered in mud prepared to fight but a chorus of laughter greets them as the trickster of Meldwel Forest, appear in short bursts before disappearing from sight. These are beings of mischief and mirth who have followed the Red Lord for as long as history can retell and they delight in spreading joy and chaos in equal measure.
Finally after a series of escalating pranks the trickster spirits appear before the party, their eyes twinkling with mischief and the tears of their delight at the parties expense. They giggle and whisper among themselves, their voices like the jingling of bells.
‘Well, well, well, what do we have here? Travelers in the forest, hmm? Seeking secrets best left hidden, hmm? Tell us, do you bring mischief, merriment or perhaps,’ the creature paused its eyes turning cruel for a moment betraying its fey heritage, ‘trouble?’
The party attempt to convince the creatures of their intentions. After a while and a game of riddles and tests that the creatures set as they goad the party deeper into the forest. Eventually the party manage to succeed in convincing the trickster spirits , their demeanour changing immediately from cruel and mischief to gleeful and friendly. ‘Very well, brave travellers, we see your hearts are true and you seek not to take our source of joy and merriment from us. The Red Lord has been kind to us, and we shall aid you in return. The place you seek is a crypt that lies deep within the forest, hidden beneath the roots of the oldest tree. Follow our guidance, and you will find it.’
The trickster spirits lead the way, their glowing forms illuminating the dark forest as they guide the party through the maze of trees and undergrowth. After dusk has come and gone the party arrive at a massive, ancient tree whose roots twist and burrow deep into the earth.
Beneath the roots, the party find a hidden entrance covered in moss and ivy. The trickster spirits gather around, their orbs of light casting eerie shadows on the ancient stone doorway.
‘Here lies the entrance to the crypt where once the forces the Red Lord and the Forgotten one battled along side their deities. Be wary, for within you will face trials that test your courage and resolve. But fear not, for we believe in your strength. May the Red Lord’s light guide you’
With the entrance to the crypt revealed, the party prepares to descend into its depths.
Thanks for joining me tonight for the next piece in the puzzle for this adventure. Tomorrow we will likely have an action packed day so don’t forget to come back for that and, as always, don’t forget to roll with advantage, The Brazen Wolfe
The gatekeeper of the Citadel bears witness to all the items believed to be too cursed for even the gods to deal with but yet he understands what’s at stake when he is deceived into guarding the Sacred Red Candle – until the party arrive that is.
So sit back, grab a blanket as its a bit cold in tonights adventure!
The Gatekeeper of the Citadel
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Their journey has been arduous and the party pushes forward with exhausted bodies as they put more distance behind them and the body of Brother Colin. After hours of climbing the steep path they are so close to their destination, the legendary Blank Citadel. The sky begins to darken as the sun begins its descent behind the horizon. As it sets the Darkstone Mountain pass doesn’t look so hostile and unwelcoming as a golden glow washes across the landscape.
As the path they travelled flattens out the sun begins to sink below the horizon, its dying light casts long shadows across the jagged peaks of the Darkstone Mountains. As the temperature drops, and a biting chill settles in clouds of the parties breath swirl around them as travel across the landing looking for the location described by the hidden temple guardians. Ahead, the path stops, and the party find themselves standing before a sheer cliff face covered in ancient ice. Elara walks up to the ice and places a tired and bruised hand against the surface. Nodding she confirms what they all suspected, this is the entrance to the Blank Citadel.
As they look around a blinding flash of light hits them in the eyes from a pillar that is covered in bushes. The party recall the cryptic message about the setting sun and the entrance to the Blank Citadel and examine the pillar and beam of light. Sure enough at the top of the shoulder high pillar is a clear multifaceted gem placed which is sending a refracted beam of light onto the wall opposite it. After a few moments of pondering it is clear that the gem must be rotated just right so that the suns setting light can reveal the hidden entrance.
With a concerted effort, the gemstone turns, refracting the sunlight into a focused beam that strikes the ice wall. The ice begins to melt and crack, revealing a hidden doorway etched with ancient runes. The entrance to the Blank Citadel stands before those before it, foreboding, ancient and cold and yet it beckons the party inside.
As the party step into the Blank Citadel, the air grows colder, and an eerie silence envelops you. The walls are lined with ancient inscriptions and artifacts with a warning to not touch or linger too long on the cursed items forsaken by the gods. A breath of frigid air washes out from the chasm and along with it a foreboding presence whispering of a time and a think long forgotten. The path leads to a grand chamber, its centrepiece a pedestal upon which rests a candle of vibrant red – the Sacred Red Candle.
As Elara walks towards the candle transfixed on the artefact of her deity that stands on the pedestal before her a dark toned creature with inhumanly long arms and legs watches the party closely and the cleric, Elara, most intently, its eyes filled with a deep sense of regret.
‘Welcome, travellers. I am the Oracle, guardian of this sacred place. Long have I watched over the cursed items that have been sent to me and now this, the sacred Red Candle,’ it took a deep breath to steady itself as if not used to talking, ‘ensuring it none of them fall into the wrong hands. But I fear I have been deceived as the Red Candle is not unholy nor cursed nor a threat to any who know what it is.’ it paused as is moved closer to the party and Elara its long arms unfurling more like an arachnid than humanoid. ‘The one who came before you… his intentions were dark and twisted and when he left the candle and declared the oath be fulfilled I felt the authority of a god in his command and obeyed. But he was no god.’
‘The Sacred Red Candle was meant to be a beacon of mercy and hope, but it has been tainted by deceit. I entrust it to you now, for I sense your hearts are true and do reek of vengeance less than the one that brought it here. But be warned, the candle will only burn for those who are true to its teachings. The path ahead is fraught with peril and darkness is closing in as that which was forgotten comes front of mind for the first time in an existing.’
The Oracle gestures towards the candle, its flame barely flickering as the party contemplate their next steps. With the candle found and still alight, barely so, then the Red Lord must be alive. Elara’s elation could be seen as she tentatively walked forward to pluck the candle from the pedestal, the Oracle watching intently.
The oracle spoke breaking the tense moment with is pained voice ‘The Red Lord is held within a place of darkness, where despair and isolation are his sole companions. Seek the ruined fortress within the Meldwel forest to the east of the Darkstone Mountains, beyond the reach of mortal light. There, you will find the answers you seek and the means to restore the Red Lord.’
Thanks for visiting tonight for something a bit different to my normal Friday plans. But don’t fret as there is more planned for this adventure as we continue on with day 14 tomorrow! So don’t forget to come back tomorrow for more Dice-ember and, as always, don’t forget to roll with advantage, The Brazen Wolfe
The Darkstone Mountain pass is a hazardous place to travel through let alone rest or do combat in. So tonight we cover that combat scene in a bit more depth, explaining the terrain, some of the hazards and what we can expect from a map in the cliffs of these mountains.
So sit back, grab a coffee and let’s explore tonight’s map!
Setting the scene for the Darkstone Mountain Pass encounter this week we have the clearing in the Darkstone Mountain pass where Elara and the party connect as well as Brother Colin revealing his true colours. There is more to come tomorrow but the map takes centre stage today.
Along with a rather large, roughly 40 feet by 75 feet, area to fight in, there are many areas that the party or their aggressor can attack from or move to. This makes the combat dynamic and feel more engaging than a 1v5+ fight.
Recap
The tension in the air was palpable as Brother Colin, his speech delivered and his eyes burning with malevolent intent, stood before the party and Elara. The once calm clearing now seemed to hum with dark energy, and the ground beneath their feet felt unstable, as if it too was ready to give way to the chaos about to unfold.
With a flick of his wrist, Brother Colin summoned a sphere of dark energy that crackled with malevolent power. He hurled it towards Elara, who barely managed to conjure a shimmering veil of red fire that deflected the worst of the attack. The party sprang into action, weapons drawn and spells at the ready.
The party moved quickly to surround Brother Colin, hoping to cut off his escape and overwhelm him with their numbers. Their weapons clashed against his shadowy defences, and bursts of magic illuminated the dark clearing as the magic itself seemed to fizzle before coming into contact with the corrupted cleric. The sound of metal on metal and the hiss of arcane and divine energy filled the air as the first moments of the intense battle erupted.
The party, already weary from their encounter with the patrol, moved to protect Elara who, positioned at the rear, chanted prayers to the Red Lord, her holy symbol of a red candle glowing brightly. Her divine magic flowed through the party, mending their wounds and bolstering their resolve just as quickly as their foe ripped it away with the shadowy reflection of the divine magic that Elara produced. She called upon the Red Lord’s mercy to shield her allies from harm, creating protective barriers that shimmered in the cold air as hammers of dark energy wailed on them, trying to beat them into the earth.
As the magic clashed and the party, and Colin, were thrown into the wall of the cliff, rocks began to tumble down pelting the party and the cleric alike. But despite this nuisance the dark magic still flowed and lashed out hoping to drag the party into the true isolation that only death can bring.
Brother Colin fought with a fierce determination, his spells weaving dark tendrils that sought to entangle and immobilize his foes as needles of magic tried to pierce their flesh. He conjured shadowy minions to distract and harass the party, forcing them to split their attention between him and the spectral assailants. His voice echoed with a cruel taunt, ‘You cannot hope to defeat me. I do not wield the weak power of forgiveness and mercy but that of the determination to bring you the truth. Power is absolute, isolation and despair comes to all those that idolise mercy and comradery.’
As the battle raged on the rocky terrain grew more lethal as the combatants’ spells and attacks churned the earth and weakened the small clearing ledge that they battled on. Loose gravel and earth coupled with narrow paths required careful footing where any misstep could send them tumbling down the steep cliffs to their likely demise below.
Brother Colin’s dark magic began to falter under the relentless assault. He attempted to retreat, weaving through the rocky terrain, but the party pressed forward with determination to prevent him from hunting them down again, this interference from the corrupted man would be hist last. A well-placed attack caught him in the shoulder, and he staggered back, the protective magic he weaved slipping from his control.
In a last-ditch effort, Brother Colin summoned a massive wave of dark energy, intending to obliterate everything in its path. Elara stepped forward, her voice rising in a fervent prayer. ‘Red Lord, grant us your mercy and protect us from this darkness.’ A brilliant light erupted from her holy symbol, clashing with the dark wave and neutralizing most of it’s destructive power but in return it tossed Elara backwards against the cliff.
Seizing the opportunity, the party launched their final assault. The final attack struck true, shattering Brother Colin’s defences and delivering a fatal wound. As he fell to his knees, his shadowy form began to dissipate, and a shard of a mirror spilled out of his cloak, reflecting the otherworldly realm of the hidden temple.
Environmental Hazards:
Loose Gravel and Rocks:
Hazard: The ground is littered with loose gravel and small rocks that can cause characters to lose their footing.
Checks: Characters moving quickly or engaging in combat must make Dexterity (Acrobatics) checks (DC 13) to avoid slipping and falling prone.
Steep Cliffs and Drop-offs:
Hazard: The clearing is bordered by steep cliffs and drop-offs, posing a significant fall hazard.
Checks: If a character is pushed or falls near the edge, they must make a Dexterity saving throw (DC 15) to catch themselves or a nearby ledge. Failure results in falling 20 feet, taking 2d6 bludgeoning damage.
Rockslides:
Hazard: The unstable terrain can trigger small rockslides.
Checks: During the battle, there is a 1-in-6 chance each round that a rockslide occurs. Characters in the affected area must make a Dexterity saving throw (DC 14) to avoid taking 2d4 bludgeoning damage and becoming restrained by the debris. Explosions or collisions with the wall of the hill above the party may also trigger these rock slides.
Narrow Pathways:
Hazard: Some areas of the clearing are connected by narrow pathways along the cliffside.
Checks: Characters moving along these pathways must make Dexterity (Acrobatics) checks (DC 12) to maintain their balance. Failure results in falling prone and potentially slipping off the edge (see Steep Cliffs hazard).
Thin Air:
Hazard: The high altitude and thin air make physical exertion more difficult.
Checks: Characters engaging in strenuous activity (e.g., running, fighting) must make a Constitution saving throw (DC 13) every 10 minutes or gain one level of exhaustion. This is more relevant if they decide to retreat and a chase occurs or if they wish to create substantial distance for themselves from whatever else Brother Colin may be working with
Combat Aftermath
With Brother Colin defeated, the clearing fell silent, save for the laboured breathing of the party and the faint whisper of the wind. Elara knelt beside the fallen cleric, her eyes filled with a mix of sorrow and resolve. She retrieved the shard of the mirror, wondering if it held the key to the next step in their journey as she retold the stories she remembered from the early days of her initiation.
‘We must hurry,’ Elara said, her voice steady despite her energy. ‘I can feel the Red Lords presence growing closer, but it is still so faint as if there is a cloud surrounding it that his light can’t pierce.’
Thanks for visiting tonight for another map night with a bit of an expansion from combat scene from last night. But tomorrow we are back on track to powering through to the last half of this years seasonal adventure. So don’t forget to come back each day to stay on top of what’s happening here, and as always, don’t forget to roll with advantage, The Brazen Wolfe
Tonight the party have left Lorkan’s shop the party went towards the next place they needed to go was to confirm the information they received and discover, the hidden temple. But this is just the beginning as un foreseen twists await the party and it’s only still the beginning.
So sit back, grab a coffee and let’s run through tonight’s adventure!
The Hidden Temple
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With the further evidence gained at Lorkan’s that pointed to Brother Colin as the mastermind behind their framing, the party sets their sights on the Temple of the Red Lord in Felmore. They had one goal in mind, to investigate the location where the Sacred Red Candle was last seen and uncover any further clues that could lead to the Red Lord’s whereabouts if he still existed.
Felmore was an ancient city with a rich history before it became the bustling trade hub that the party knew it as today. A lot of the architecture still dates back to the original city and this was more prominent near the city centre. The temple of the Red Lord stands proudly in the city centre, an welcoming structure with high flag posts that flutter their red flags in the breeze. The atmosphere within the temple is sombre, as the clergy and worshippers are still praying for their from the recent events.
The party arrives at the temple under the cover of the shadows of dusk, hoping to avoid drawing too much attention from the people who would be after them. They blend in with the evening worshippers, making their way towards the clerics rooms and the guarded sanctum where the Sacred Red Candle was kept.
Amongst all the rooms there was a large central chamber guarded by a lone cleric who was quietly standing guard and watching in the other direction. Once the party had convinced him to let them pass they were greeted by a small, dimly lit chamber filled with ancient relics and statues of various deities. In the centre of the room stands a large statue of the Red Lord, with a serene expression and an outstretched hand.
Recalling the amulet they found earlier in Brother Colin’s room in the Temple to Tyr in Morlam, the party realizes its significance. They place the amulet in the outstretched hand of the statue, and a soft, pulsating light fills the room. The statue’s appearance begins to shift and move, revealing a mirror like surface instead of the stone surface of the pedestal supporting the figure of the Red Lord โa gateway to a temple between realms.
The party steps through the portal and finds themselves in an otherworldly temple suspended between realms. The architecture is ethereal with floating platforms and shimmering waves of energy. The air is filled with a sense of ancient power and mystery. However several thin, and spectral elves drift down towards them.
‘Visitors, you have the taint of the man who last visited. He soon realised his errors’ the spectral elf emphasises the last word. ‘State your business with the temple between worlds’.
The party are able to find out that the temple is to a deity of isolation, the Forgotten Deity. One that was banished to loneliness despite having several chances to take their ways. They were able to subdue the angry spirits who have been sentenced to tend to the temple in isolation even past death – as a punishment from the deity that rules this realm. The further insult to injury is that they can not hear or see each other so that their sentence passes long into their next lives.
They coerce the spirits, who are finally happy to have someone they can see and talk to, to give them information. The Deity who rules this realm seeks to imprison the Red Lord who strives to give people a second chance and prevents them from being destined for loneliness. But they were unable to kill the deity but cut off their connection from the red flame of his candle.
With newfound knowledge and an understanding of the enemy they face, the party must plan their next steps. They have unravelled part of the mystery behind the Red Lord’s disappearance and the framing, but more challenges lie ahead. Armed with the secrets of the hidden temple, they prepare to confront the forces that threaten their world and restore hope and mercy to the land.
Thanks for visiting tonight for the sixth expansion of this years Christmas adventure. Don’t forget that we aren’t even half way there yet so make sure to come back each day in the future to keep up to date! And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
The party makes their way back to Felmore where they once had business with their previous employer who owned Lorkan’s Shop. A man not known for his imagination or honest he had been called out in the evidence they had found in Brother Colin’s room as working against them and falsifying evidence. The goal was simple, find evidence of wrong doing and begin to clear their name.
So sit back, grab a coffee and let’s explore tonight’s encounter!
Lorkan’s Shop
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Armed with the information that they had liberated from the Temple of Tyr the party travels to Felmore determining that investigating their previous employer as a source of information. With Brother Colin completely disappearing they had to chase up their next lead and starting withy Lorkan, their previous employer where they left on unfavourable turns.
Felmore was a bustling trade city known for its merchants and craftsmen in addition to the main temple to the Red Lord. The parties primary goal was to uncover more evidence of Brother Colin’s manipulations and beging to get enough information to clear their names.
As they enter Felmore the vibrant city with crowded streets, noisy markets, and a mix of cultures and races. The air is filled with the sounds of hawkers, blacksmiths, and street performers. The party must navigate through the city’s maze-like alleys and busy squares to reach their former employer’s place of business.
Investigating the Lorkan’s Shop:
The employer, a wealthy merchant named Lorkan, operates out of a large, building in the heart of the city. The exterior is adorned with banners and signs, dedications to his self envisioned prosperity and influence. However despite how he see’s himself not many people were keen to do business with Lorkan as he had a bad reputation for cheap goods and worse manners.
The party knew from their dealings with Lorkan that he kept a chest in his office where he stored his important business dealings. If they could get into his office and into that chest they were sure they’d be able to get some information that would aid them in their quest. However the first problem that they faced was the thugs and experienced mercenaries that the paranoid merchant had hired to keep his business safe.
Thanks for visiting tonight one of the encounters that would have happened this week. There is a fair bit behind the scenes for this one so don’t forget to check out the final Zine when I post that sometime around Christmas! And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe