Ironwood Assassins

The Ironwood is a place that is filled with life, both flora and fauna but none are more deadly than the Ironwood Assassins. These plants inhabit much of the forest but due to the amount of food amongst the trees and bushes they don’t eat so often. Unlucky for the party and their new companions as its feeding time!

So let’s keep our ears and eyes out for these assassins. Start off by grabbing a coffee, sit down and let’s roll into tonight’s adventure!


Ironwood Assassins

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Irowood Vine – Created in Tetra-cube

The ironwood vine is a stealthy opponent. When it’s not rushing its tentacles forward to strangle its prey it looks like any other vine or bush in the forest. It can go months without eating, depending on its last meal of course, but as soon as it realises it needs food it is a voracious and non-fussy predator.

The sound of rushing, slithering vines is the first thing that its prey hears before vines constrict them, strangling and slowly digesting them with fluids that aid in digestion. But they are just a plant after all. By pulling its plant base and step forward it can move slowly but always towards where its starting to digest its prey. It doesn’t move as long as there is life in the creature it has entangled and for this reason its difficult to pinpoint.


Awakened Tree – Created in Tetra-cube.

The larger assassin of the forest is a sentinel from the druids. The awakened tree protects the forest based on its creators wishes and its able to understand language but it will rarely be convinced or swayed from its duty. Otherwise indistinguishable from other trees nearby it smashes down upon its prey when they are within range of its branches. Strong and resilient bark resists arrows and clubs but, like most plants, fire will make short work of it.


Now that’s all we have for tonight’s update on the Ironwood assassins, for now. So don’t forget to join me the next few nights as we wrap up this week, and catch up on a week in the past. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Mirage Fish

Tonight we witness the birth of a new creature, the Mirage Fish. While different to an Anglerfish in some ways this beast is a menace to costal dwellers. But don’t let my words convince you to avoid it, it is a tasty treat!

So let’s not hold back any longer, grab a coffee, sit down and cast our lines into tonight’s adventure!


The Mirage Fish

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Mirage Fish – Created in Tetra-cube

All islanders who call the White Gull Islands home know to avoid the lights at the edge of the water at night. These belong to the Mirage Fish, or Ghost light fish as they are called sometimes. Using their bioluminescence they can dispose of a fatty blog that emits a light near to them which has a hypnotic affect on those who see it.

Once suitable prey approaches the lure then the fish rapidly charges forward, digs its needle like teeth into the creature and drags it hurriedly under water where it can take its time in feeding.


Skeleton – Created in Tetra-cube.

The other inhabitants of the land are the skeletons of those who were cursed by the treasure within the tower. These long-dead islanders, sailors, explorers and, of course, pirates seem to dwell in the tower itself, where they likely lost their lives and where they continue to seek the treasure they were driven to find.


That is what we have for tonight, the Mirage fish, known as the Ghost Light fish and a plague to the islanders that it haunts. Don’t forget to come back this weekend for more D&D content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Empire Beneath the Sands

The Empire beneath the sands is in focus today as we have the party either avoiding being dragged below or actively seeking it out. The potential treasure in the caverns below the dunes is too desirable but there is already one so magnificent and militant that she commands the respect of the desert itself. But I wont reveal too much now, save that for below and the Zine!

So let’s not wait any longer, grab a coffee, sit down and let’s roll into tonight’s adventure!


Empire Beneath the Sands

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Giant Ant – Created in Tetra-cube

All kids have to have Pets and where the entire colony is the children of the one, then there must be a lot of pets. These pets, the Giant Ant, just so happen to be hard working, strong and easily controlled by their queen.


Antoid Worker – Created in Tetra-cube.

The lowest form of the Antoid caste the Antoid Worker is a humble creature. Strong yet not overly smart they rely on being told what to do and how to do it. Natural thick hide acts like armour for these creatures but they don’t really have any real weapons other than the jaws that they were born with.


Antoid Warrior – created in Tetra-cube.

Now extremely dangerous in swarms, and nearly no less deadly by themselves these creatures are a menace to all desert dwellers. Smarter and stronger the warrior caste of the Antoids are vicious and unrelenting when defending their nest or acting out their orders. Thicker armour, a stronger bite, sharpened claws and a deadly stinger these creatures are a threat for all parties.

Antoid Queen – created in Tetra-cube.

The one of the many, the Mother of the colony, the strongest, biggest and most powerful of them all. All nests have one queen who has, potentially, grown too big to leave her chambers. But she knows all, sees all and commands all. There are none of her people that resist her command and she will see to it that her will be done.


And there we have it for tonight. The Antoid race and even the queen itself! Don’t forget to come back this weekend as we plan to get some Zines out and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Masters of the Sky

This week as the party trek into the Dusty Crags, a series of tall rocky outcrops, cliffs and forest, the party come face to face with the masters of the sky. These creatures, the griffons and wyverns of the crag are powerful adversaries and something that should be avoided where possible. However there is another trick up the sleeve of these creatures as the griffon of the Dusty Crag has a nasty surprise.

Let’s not wait any longer. So grab a coffee, sit down and let’s roll into tonight’s adventure!


Masters of the Sky

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Dusty Crag Griffon – Created in Tetra-cube

As with any creature that spends long enough in an environment they will evolve to suit that space. The Griffons in the Dusty Crag however have adapted in an unusual way. Some of them after feasting on the creatures of the valley below their skies have developed a neat party trick. After ingesting a large quantity of creatures that dwell in these rocky hills they have absorbed some of the arcane taint that this land gives off. This has given some descendants of these masters of the sky the ability to project an illusion to thwart would-be attackers or raiders as well as to lure out the rivals for the sky. The Wyverns.


Griffon – Created in Tetra-cube.

As there are only a few of these Dusty Crag griffons who have developed this magical skill there are a great number of the beasts who do not possess any semi-magical ability. These griffons are no more lethal but rely on the alphas, the Dust Crag Griffons, to lure their biggest prey into position before diving at the distracted creatures to ensure a swift kill.


Wyvern – created in Tetra-cube.

However, despite the cleverness of some of these griffons the sheer size, bulk and strength of a wyvern is never to be underestimated. These flying brutes are fast, lethal and overall terrifying as many predators of its size are. Able to shred an adult griffon instantly the only way that the smaller predators can bring down such a beast is with synchronised group effort and by ambushing the larger alpha predator, the true masters of the skies.


And with that we have the final content of the week and it is where we leave it for tonight. Don’t forget to come back this weekend as we plan to get some Zines out and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Famished

Welcome to another Friday night where tonight we have something a bit different when the party prepare to face off against the famished horde and the sated one. A bit confusing, but tonight we can see just what I mean by just two separate encounters.

So let’s not wait any longer, grab a coffee to sate that thirst, sit down and roll into tonight’s adventure!


The Famished

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The Famished – Created in Tetra-cube.

As the party stepped towards the shell of the Fatty Pheasant a faint pulse of energy could be felt. Sensing where it came from, the origin of the fire was found in the shape of a humanoid where the fire did not scorch the stones. The magical presence was strong and unholy here and the longer they stayed the more they began to detect. Faint motes of magical energy hung about the charred ruins of the building, littered through the wreckage that was piled out front ready to be cleaned up.

The party moved to investigate these points of magical energy and soon after the source was revealed. Nearly translucent flame-like creatures seemed to float nearly invisible amongst the wreckage grabbing bits of burnt something before consuming them. Each time they consumed a scrap they moved more sluggishly before moving more frantically as they searched for the next morsel. As the party got close enough though the creatures seemed to look at them, moving slowly towards them and the humans in the street as if drawn to them. The creatures slowly increased as more and more appeared, slowly turning into a swarm-like group as they moved towards the party. Hunger now their evident driver and the party their next meal.

The Sated one – created in Tetra-cube.

As the last of the hungry motes fled, injured and dying, they fled through the skies like an invisible wind current was blowing them in a single direction. Giving chase as the only lead in what had caused the fire the party arrived at the church to Ilmater. The creatures were fleeing down towards the back of the church. Rounding the corner the only thing they could see here was a shrine out back where a lone priest stood in prayer.

As the party approached they could feel a strong presence as they approached the shrine. The man was deep in prayer to Ilmater praying for strength and to spare those who are injured, in pain or dying. As the party approached something touched at the edge of their conscious. An old, hungry presence could be felt near by but there was no visible threat and even the creatures from before had disappeared. Turning around the man smiled. “Welcome, how can the church of Ilmater help you today?”


And that is where we leave it tonight. The cusp of the reveal of this weeks antagonist and leaving something to the imagination. Don’t forget to come back this weekend as we plan to get some Zines out and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Poachers Revealed

Tonight we look at the poachers revealed as… Kobolds. Yes the strange reptilian folk that worship dragons are expert trap makers and hunters of critters. These make the perfect tunnel dwelling folk for our adventure this week where they hunt the animals within the forest for… something that will be revealed in the final Zine.

So instead of reading about it here let’s grab a coffee, sit down and roll into tonight’s adventure!


Poachers Revealed

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Stat-blocks created in Tetra-cube

The first signs of trouble were the skittering sounds of legs hitting the floor of the cave. Scorpions rushed out with various spikes and wooden shields strapped onto their pincers as they charged towards the party. The claws darted forward trying to grab the prey that entered their burrow and the sting waved dangerously above its body waiting for the right moment to lash out. This was just the first encounter with animals that would have been taken from the Avermeet as giant frogs jumped up from pit’s along the path in an attempt to swallow the adventurers whole.

As the cave went on more animals were found, some in various states of being butchered and some left roaming the caves like guards. Giant spiders crawling down from the ceilings and even a trapdoor that released giant wasps were encountered as the party explored the cave system. Eventually the animals died down as the once frequent passages to the surface became rarer and they started to see more familiar traps. Spike pits, swinging blades and even a snare that rose into the roof where, you guessed it, more spikes awaited the hapless fool who triggered the trap.

But the signs of life changed as they went further and deeper. Eventually tools of the trade, spears, knives, ropes, snares and even cages were found and the form of a lone kobold was spotted further up ahead watching the passage as if on guard.

Although a single guard could be seen the sound of dozens more of the diminutive folk could be heard beyond in a larger chamber. The flickering of light and the smell of roasting meat could be heard from further down the passage and something more. A sharp musk hang around here like the kobolds had been marking their territory – or something worse had been.


Thanks for joining me tonight we we revealed the kobolds and their pets. Kobolds are great little creatures that I really enjoy throwing at the party as despite their comic relief in the right hand, and situation they are just as deadly as a roving band of orcs. But don’t think that these are all that awaits us, oh no. So to ensure you don’t miss out on this Zine don’t forget to come back the last two days this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Goons, Bats and Birds

Tonight we look at the Goons, Bats and Birds that make up this weeks potential encounters. As the party have a bit more power in the decision making of this weeks encounters then there is a bit more uncertainty in what they will encounter – mostly. Goons, bats and birds are definitely there but as friend or foe?

We won’t find out what we may be encountering this week just sitting around so let’s grab a coffee, sit down roll into tonight’s encounter.


Goons, Bats and Birds

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Race Rigger Goon – created in Tetra-cube.

Jack walked between the tents and watched the group of adventurers as they walked between the stallholders. The adventurers were taking in the sights of the market tent city but there was something more. Jack watched the way they watched the people at the market, scanning across the crowd as they spoke to vendors. Despite their potential for profit and their usefulness the risk of having these adventurers offside was a risk.

Shouting to be heard above the din of the crowd “Statues! Get statues of your favourite racers!” Jack quickly sounded the retreat for his fellow agents amongst the crowd, but he noticed that one of them was already being followed by the adventurers. He hoped that they would keep quiet about their activities and not jeopardise their plans.


Giant Hummingbird- created in Tetra-cube.

Alkerion brushed down Jesper’s feathers, a job that normally Twig did and did well. He had heard from a few merchants now that they had seen a gnome flying a bat late at night along the same course that the racers flew. He suspected Twig but it had not been confirmed yet for some reason he felt like he couldn’t trust her any more. “It’s alright Jesper. We will get to the bottom of this.” he said as he stroked the bird.

He remembered the stories his father told them of the war for the woods, an ancient battle where his people had fought off against a rival band of elves that flew on the backs of the giant mammals. Since then Bats had b been hunted and were the main, and only source of meat for the people who lived in Bramblewall. But it seems that the one that Twig had raised as a pup did not fly off as they had hoped. “If she races that animal then the tradition of these races will be in jeopardy.” he muttered to himself as he considered the unthinkable.

What to do about the gnome called Twig.


Giant Bat – created in Tetra-cube.

No matter what else was going on in the village Twig focused on getting the helmet just right for Honeysuckle. It had to cope with the erratic movements of the giant bat’s flight but also, more to the point, it had to be able to block out the full extent of the sun – shade or otherwise. If she could fly at even half speed during the day she would be able to make up the distance at night and even take the lead with only a few hours of rest. That’s what she had been training Honeysuckle for.

Tomorrow was the big race and those men from the tent city below couldn’t stop her. Although she must admit that she was a bit rattled from their offer and their unspoken threat. She was lost in her thought’s when she was interrupted with a knocking at the door.


This week has a few options for the party to encounter one or more of our main NPCs as well as the potential for combat. Don’t forget that the adventure isn’t completed just yet – we still have a few days left. So don’t forget to come back the remaining days this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Softer Were-Folk

Tonight we look at the softer were-folk that we are encountering this week. The weredeer and wererabbit. While not violent and inherently predisposed to evil as werewolves of wererats these creatures are softer and more timid.

While werebears tend to not inflict their disease on creatures due to their understanding of it as a curse and weretigers not inflicting it due to the prospect of sharing tendencies wererabbits and weredeers, the softer were-folk don’t inflict it because they don’t want to inflict harm in others. This makes them perfect as prey or slaves to their more vicious cousins.

And that is where we find ourselves tonight, prey or slaves and a glimmer of hope for a cure if they can escape for long enough. Clinging to the party and guards with a desperate hope these lycanthropes just want to be free. So to find out more let’s grab a coffee, sit down and roll into tonight’s adventure.


Softer Were-Folk

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The sounds of snapping twigs and branches followed the party as they trekked on foot with the prisoners; now in their hybrid lycanthrope forms, hunched down behind them. The large ears of the wererabbits and the twitching nose of the weredeers revealed that they were aware of the creatures that stalked them. And how nervous they were.

The party had split from the guard with a hastily drawn map from Boris. They had taken the remaining functional wagon and most of the lycanthrope prisoners-come-refugees and had ridden off to lead the man and his rats away from the party who had snuck off with some of the folk when the coast was clear. Watching the hoard of giant rats, and the man in a coat, chasing after them was relieving. After a few hours of moving by moonlight they had become aware of creatures doubling back in search of stragglers.

As the night went on the fog got deeper and the ground became harder to see – but they had managed to stay on course from the passage of the moon, stars and from identifying some key landmarks. But they were not out of the woods yet, figuratively and literally. By cutting through the woods they would make it to their destination by mid morning – if they travelled through the night. But it was a rough journey and pausing to avoid creatures in the forest only slowed them down.

Luckily the were-folk with them, three wererabbits and two weredeer were calm, fit and smart so travelling with them was easy. They seemed to shy away from the party, seemingly unwilling to get close to them for fear of infection. But there was no hint of malice in how they spoke or acted – a hopeful trust that the party would get them out of this situation.

And so the next few hours went, moving swiftly when the moon pierced the fog, stopping suddenly when something moved nearby and even having to fight off a few giant rats as they darted out of the darkness to attack the party. But the woods were full of noise and movement and the dawn couldn’t come soon enough.


Thanks for joining me for another night. Expanding this particular one-shot has been a pretty easy affair with the narrative nearly writing itself. I have covered it before in the past where there are only soo man fundamental quests for a D&D party and they differ from each other with the twists and NPCs. Tomorrow we have the PDF for this week coming out so don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Herald of Rats

Now when you hear a title like herald of rats this is something that no one really wants to deal with. But this so called herald of rats is something more than just a man with a pan flute. No tonight we have something a bit different.

So without wasting any more time let’s grab a coffee, sit down and lets roll into tonight’s encounter.


Herald of Rats

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Giant Rat – created in Tetra-cube.

The man called out a high pitched whistle and suddenly the child sized creatures sped towards the wagons and the guards that defended it. As the fog whirled around the creatures the manic squeaking erupted from them as they pounced at the party and guards.

As the guards fought them back the prisoners in the wagon called out to be freed so they could escape the man. The unrelenting squeaking from the animals and the fog that seemed to swirl around the creatures made the fight more difficult than it needed to be. But as they were distracted with the rats a larger figure slunk around the combatants and headed towards the wagon.

Wererat – created in Tetra-cube.

The prisoners called out in a panicked cry as the party noticed a figure smashing through the locks on their wagons. Rushing forward to confront the man from before he snarled and fled into the foggy forest. The rats continued their attack on the party and guards and when the last of the creatures lay twitching in its death throes they regrouped at the campfire.

No one had suffered any major wounds, a few bites and scratches here and there but the locks on the wagons were broken beyond repair. The prisoners huddled together in a hybrid-animal form but their appearance was anything but hostile. Thanking the party for scaring off the man they stayed away from the busted door and watched the guards and the party nervously.

“Well what now?” Em called out as her and another guard, Kat, stood watching the prisoners.

“I don’t think we have seen the last of that man or his rats.” Boris said as he nursed a vicious looking bite on his forearm. “We are maybe a day’s travel from where we need to take them. Can we tie the cage shut or will we have to ensure they don’t leave?”

“We won’t leave, we don’t want to leave the cage.” one of the prisoners said. “We are seeking Pensevtil’s aid in healing us. But we are prisoners until we are cured, that is the law.” the woman said – her face resembling a hybrid of human and rabbit.

“Well… We have a long way to go. Can you walk?” Boris asked, noticing the damage to one of the wagon’s wheels.

“We can try,” the prisoners replied.


A wererat and his pets lies in wait for us this week as we continue the adventure onwards. Cowardly but cunning the man in the coat will continue as an adversary for this adventure as he seeks the docile prisoners. But more on that this weekend. So don’t forget to come back this weekend for more tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Source of the Problem

Tonight we look at the source of the problem in Morrowdeep with the revelation of the creature causing the problems. This particular statblock, much like the common one we see for this (the green hag) gives us an option for higher level combat as well. A single hag isn’t too threatening but a coven could be a real challenge for a level 4 or 5 party.

But tonight we can see the scene in focus and the additional statblock for those higher level encounters. So let’s grab a coffee, sit back and read on with the adventure for tonight!


Source of the Problem

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The party moved quickly through the streets of Morrowdeep as the child they found in the abandoned mine in the hills. As they pushed past the people on the streets several spoke to the child, asking about her whereabouts and what she had been doing and before long a group of people were rushing towards her home with the party and her.

As they reached the child’s house she stopped as her parents ran out of the door and hugged her. Crying and embracing each other the reunited family thanked the party for bringing back their daughter but a shadow, something passing behind the windows in the house alerted the party to something being wrong.

Looking between the parents of the girl and the house they noticed that both parents had the same rich-earthy-red colour dirt on their shoes and clothes that the girl had. This matched what the party had on their boots from the cave. As the rest of the people around them dispersed quickly the party notice the girl stop sobbing and clutching at her parents, pull back and look at them. Her hand touched and rubbed their arms before stepping back out of their embrace.

“You’re not my parents,” the girl said. As the realisation dawned on the party and little girl a woman in brown and green robes strode from the house. The girl immediately shied away and pointed at the woman “I saw her in the woods, collecting pink tongue and riverwort. Why is she in my house?”

The villagers nearby stopped moving as the woman in green, the mother and father each drew out a long, gnarled wooden staff that was tipped with Lanternstone. As they did so they pleaded for the child to come to them, to safety but she refused and walked behind the party.

Grey Hag – created in tetra-cube.

As the villagers moved forward and started questioning the parents and murmuring the forms of the three people wavered for a moment, a twisted, hunched and vaguely humanoid appearance wavered into existence before the three of them ran inside the house and closed the door behind them. A gust of wind started to blow down the streets and with it a cloud formed overhead.

Something was not right in the town of Morrowdeep and the party was at the epicentre of it.


Thanks for joining me tonight as we expand the adventure some more with another stat block. Going with a cave theme and having a slightly modified stat-block that would make sense for a cave dwelling hag we have a recipe for a fun encounter with a hag coven, a loan hag or some creatures that may make an appearance only in the Zine. So don’t forget to come back tomorrow for a copy of the PDF and, as always, don’t forget to roll with advantage,
The Brazen Wolfe