The Faces of Mischief

Welcome to the Nineteenth night of Dice-ember and tonight we gaze upon the face of mischief. Well the Faces of mischief to be exact. But semantics aside, tonight we get a rare glimpse of the causes of this dreaded season on this, the 19th night of the December adventure. But, are these the real faces of mischief and trickery in Rimeglenn or is this just another trick that is yet to fully unfold. I guess in six more nights all will be revealed.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Faces of Mischief

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The two children were called Daryn and Beth. Their story had been checked out as the guards who were posted at the gates remembered seeing the children enter the city with the merchants and had seen them playing around the gates later that morning. In fact several people had seen the children in the city during the day as Captain Sungrave chased up their story

The only thing that she couldn’t verify is what had happened to the merchants who had come in. People remember seeing them with the children but she could not find the actual merchants. It was a puzzle that she didn’t think she had time enough to work out. The two children were currently staying at the Rusty Duck inn as there was nearly no place safer in Rimeglenn as the nobles and lord of the city slowly started to find out about the missing reward.

She had also made enquiries on behalf of the testimony for the adventurers that had helped her guard earlier today, but the Bloody knuckles had, unknowingly, confirmed that the adventurers side of the events were true also. So unless the Adventurers were in the employ of Rick, who was yet to talk, or there was something else at play here, a rogue agent that she hadn’t factored into yet then the children were lying – which seemed improbably with the accuracy of their statement and half the merchants district able to testify that they were seen that day.

Daryn – Created in Artbreeder.
Beth – Created in Artbreeder.

The party had spent most of the afternoon collaborating their story with the guard captain as well as each other and a few merchants who could remember them from the early morning. The only person they couldn’t find to testify on their behalf was their innkeep who could not be found anywhere.  They had just come from the armoury where they had to store their weapons and were being led out the building with an overly enthusiastic record keeper. 

As they passed the holding cells before being shown to the main hall out of the guards hall they spotted a familiar figure sitting, isolated from the others, Alice Ironglove. As they walked nearby they gestured to the party to come closer. 

“I’ve said my piece to the guard but you, you bunch sure as hell put up a good fight. The likes I’ve not had in years. Do yourself a favour and stay clear of those two yeah? Those kids, they’re something else. Something is not right. I scouted that building for the whole day preparing for our little rendezvous and I didn’t see them at all. They claim they saw you break in. I was there the whole time. But its my word, the disgraced daughter of the Ironglove clan against innocent children.” she practically spat out the word innocent as guards came towards her to make sure she was under control. “I can’t be in prison, I’ve got an oath to fulfil and my honour to regain. If you can guarantee my pardon without Exile… I’ll tell the captain what I saw – ya hear me?”

Alice Ironglove – Created in Artbreeder.

Now it’s not often I make a social encounter that relies nearly solely on soft skills such as persuasion or deception… but this week is a bit of a mixed bag of nuts. But to see where this goes you best make sure you don’t forget to come back each day of this remaining week as we wrap up this adventure! So don’t miss out on the last few days of Dice-ember and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Playing Pretend

Welcome to the Eighteenth night of Dice-ember where this week we have two figures playing pretend and causing chaos. Will the party work out what’s happening or will they succumb this week to the agents at play in the city of Rimeglenn. Regardless of what happens we must sit by and idly wait until the full story can be told as we watch the season of mischief unfold before us.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

Playing Pretend

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The party watched as half a dozen guard escorted them and the two children from the hidden vault as they moved back towards the guardhouse. Captain Sungrave, Penelope, moved ahead of them talking to the children as they looked startled and intimidated. No hint of malice, deception or malcontent on their faces as they whispered to the captain and moved through the city streets.

Several people; adventurers, civilians and military watched as they were escorted and the voices began to chatter amongst each other. They recognised some of the faces, fellow adventurers who were staying at the Rusty Duck or those they had run into nearby on Adventurers lane. A few of them started to march off away from the party when they saw them, casting back glances when they could.

The party came back to the guardhouse and were shown to a large room, the Captains quarters. Sitting down at the table she watched as two of her other guards walked with the children into another room while she sat down with the party. “Now, I don’t doubt your integrity but I do have to ask some questions. The children say that they say you come and use magic trinkets to open the vault door, not that they knew what it was. They were on the roof looking out for pixies or fairies or something.” she paused for a moment to take a drink from a flask. “But they are frightened, hungry and cold. So they could have imagined things.” she paused to sip again.

“So please reassure me and tell me what you know. Is there someone who would want to frame you? If it’s the bloody knuckles we will have the answer from them, plus they were just as shocked as I to see the vault empty. So, I implore you to dig deeper. Someone from your past? Something else you have noticed? Anything at all?” she said as she brought out a quill and paper. The footsteps of two guards entering the door sounded from the seats that the party stood at or sat in.

“Help me prove your innocence and write the children’s accusation off as a case of mistaken identity. One moment,” she paused as she looked up at the guards. “Did you find out where they live? Or their parents, guardians?” she asked one of the guards.

“No my Lady. They are refugees, their parents lost in a snowstorm and they came in with the last merchants this morning. They were waiting for their parents by the gate but decided to explore instead. We have a guard looking for them as we speak” the guard reported. Nodding Captain Sungrave looked back to the party. “Those children are a mystery for now. But we will need to make sure we follow the processes of the city to clear your names so you are treated fairly and justly.”

She dipped her quill in fresh ink as she finished scribbling out some notes. “So, where do we begin?”


And with that the final stage is set. It would be obvious by now for all of us what is going on here but the tough part is getting the party to play along with us. So don’t forget to come back each day this week to follow along the story as it unfolds.

As this is the second last week of the year we are nearing a close so I wanted to thank you, early, for sticking with me this year. It’s been a year of changed format, some experimentation that didn’t stick and some formats that I think worked well. So don’t forget that if you like something to let me know so I can continue to provide meaningful content to all of you. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Intensification of Mischief

Welcome to the Seventeenth night of Dice-ember and this week we see an Intensification of Mischief the likes of which has not been seen in Rimeglenn. The parties find themselves at the centre of this escalation and two strangers cause trouble for them. But who they are and what they want will have to be explored another night for tonight we watch it all unfold!

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

Intensification of Mischief

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The party walked back towards the barracks with the Rimeguard after the conflict with the Bloody Knuckles gang.

“I’m glad we got there in time. Those bloody knuckles have been a problem in our sides for years now and thanks to you we can be rid of them for good.” Guard captain Penelope Sungrave said to them from nearby. “Those that come willingly with us to the holding cells will be given a fair trial and if found guilty they will be exiled from the city. But the severity of their crimes will judge what they leave with. Generally those found guilty will leave with tools, rations and weapons to survive in the wild. But if their crimes are more than just petty theft then they may end up leaving with just the clothes on their back and an axe. The wilds will decide their fate” she said as she looked distastefully at the number of people in tow.

As the party helped manage some of the more difficult gang members into the holding pen they admired how much respect and authority that Captain Sungrave had. For a young woman to reach this level of command she would have had to demonstrate her prowess, skill and unwavering leadership for quite some time. From what they had heard from Patrik Goloze at the Rusty Duck Inn she was more than capable at commanding the city’s guard and more.

After the gang members were all accounted for Penelope approached them again. “I wanted to thank you for the service you have. But I have one more request. I hope you can come with me to ensure that the hidden fault is protected – that is the target of the knuckles plan. I would be more sure if I had some capable hands with me as I need to leave most of my guard here to mind the holding pen until we can process this lot.” She asked with a note of hope in her voice.

“It is not far and we can be back before a mug of ale goes cold.” she promised.


As they wove their way through the streets they passed the Adventurers lane; home to the Rusty Duck and other ex-adventurer run establishments, before they came to stop in front of a large warehouse. Two people approached dressed in long brown robes as Penelope walked up to them. “Captain Sungrave here of the Rimguard. Please let my companions past as well as they are here to ensure that all is well beyond the door.”

“Did you bring the key?” a voice replied from the taller guard.

“Of course I did – it wouldn’t do me any good if I didn’t bring it…” Captain Sungrave replied before springing backwards and drawing a sword sword from the small of her back. “Be ready, those aren’t the men that I Posted here this morning.” she said as her glare shot knives at the figures. “Reveal yourself!”

Laugher came forth from the cloaked figures before they withdrew the hoods to reveal a large man and a stocky female dwarf. “As expected from the captain. But I will need that key from you. These companions that walk with you stole everything from me and I need what lies beyond the doors!” Rick Harding yelled before he drew a wicked set of bladed gauntlets and rushed towards the party.

“Rick ‘Fierce knuckles’, I should have known you’d be here. Take them alive!” Captain Sungrave yelled before rushing to meet the imposters.


With Rick and his accomplice, Alice Ironglove, subdued and bound Penelope, Captain Sungrave, rushed towards the door and withdrew a key from under her armour. As she fiddled with the wooden boards that covered the door two voices called from above. “Watch out behind you, miss! Those people with you. They can’t be trusted!” Penelope looked up at them just as she slid a board of wood aside and revealed a keyhole.

“What are you talking about? These adventurers helped bring down the most vicious gang in Rimeglenn and protected me from their leader.” She retorted as she placed the key into the keyhole in the door and turned. The whirring of gears and grinding of stone beyond the wood greeted the ears of those nearby.

“You don’t understand, miss. They were here earlier! They stole all the gold!” The voices from above shouted down. Two figures hidden behind the glare of the midday sun pushing past the clouds.

“Don’t be ridiculous they…” she started to say before the vault doors opened to reveal nothing. Absolutely nothing remained in the vault. Penelope turned around and looked between the figures up above them and at the party. “I hate to ask this but, do you know what happened here?” she asked the party as two small children in tattered rags slowly climbed down from the roof.”


Thanks for visiting tonight with a bit of a bigger write up. Now with this being the predecessor for this weeks part of the adventure you can’t forget to come back each day this week to find out what lies in store. As this is the last component you can rest assured that an exciting conclusion is just ahead. So don’t forget to come back so you don’t miss out on it and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Leavings of the Mischief Makers

Welcome to the Sixteenth night of Dice-ember and I have a gift for you, one of the leavings of the mischief makers to be exact. Now these artefacts aren’t overly powerful overtly, but with the right use and a bit of luck these things could be something truly remarkable for the party to have. But let’s not waste any time talking about it here when we could be looking at it below!

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

Leavings of the Mischief Makers

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Bag of Lesser Animus

The Bag of Lesser Animus – created in D&D Beyond

The bag of Lesser Animus is an interesting wondrous item. Able to turn a small wooden carving that was found inside its bag into a construct of the same tiny (Miniscule) size. The carving-creature has the same stats and abilities and limitations as found on the stat block.

Sticking to a bit of the “12 Days of Christmas” it can hold up to 12 creatures but is normally found with 7. If you pay the bag it will make an additional or replacement carving for you and if you bribe it with snacks (Rations) it will even take commissions and make something of your request (within exception). Each carving-creature can also have commands or orders given to them up to 12 words (12 days again) so they cant be complex but its better than a small phrase. 1 or two sentences will suffice. But like the creatures and most other constructs – they don’t talk.

Some examples of the Carving-Creatures can be found below but these are just the ones that I found in D&D Beyond (links included!).

d8 – Carving
1 – Rat
2 – Spider
3 – Bat
4 – Lizard
5 – Frog
6 – Scorpion
7 – Crab
8 – Weasel


Thanks for visiting tonight. Hope you find a use for the Bag of Lesser Animus and are inspired to make the greater versions of this bag too. Don’t forget that we are a bit over half way there now for the Dice-ember adventure which means we still more days to come! So don’t forget to come back this week to find out what lies in store. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Contest of Wills in Rimeglenn

Welcome to the Fifteenth night of Dice-ember and tonight we are looking at a contest of wills in Rimeglenn. With the sudden show of force from the Bloody Knuckles as they ambush the party for ‘questions’ the Rimeguard are quick to respond. Could this create an opening for the party to escape or will the party think of some other way to get past the sheer volume of Bloody Knuckles men and women out there.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

Contest of Wills in Rimeglenn

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Bloody Knuckles Member – Created in Tetra-cube.
Rimeguard – Created in Tetra-cube.

The members of the Bloody Knuckles aren’t anything special but there are a lot of them and most of them are working for Wal. This zealot bunch don’t care for kindness or mercy they are here to get paid and have a bit of fun while they do so.

The Rimeguard however protects the city for the good of the people. They are a hardy bunch, well equipped and used to thinking on the fly. These people will defend those in need and have always kept an eye on the bloody knuckles – yet never had anything to pin on them so they could take them down. Perhaps a map showing their plans and a confession from a cowardly member would suffice.

As the party navigates through the encounter they may need to try and reach the guard or avoid them lest they believe they are a member of the knuckles. The knuckles may try to delay the guard by taunting and even attacking them so the party can keep being interrogated by Peter and a select few.

If out on the streets the way may be blocked from fighting or bickering Knuckles and Rimeguard, but that may be the best way out – or the worst way. This gives the party a few options to how they want the encounter to go.


Thanks for stopping by tonight to have a look at these two new statblocks. Next week we will reveal some more, and the final pieces if I can get away with revealing a bit too much… so make sure to keep an eye out for that. Don’t forget to come back tomorrow for some more reveals to this weeks component of the adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Streets of Rimeglenn

Welcome to the Fourteenth night of Dice-ember where we look at the Streets of Rimeglenn where the Bloody Knuckles corner the party. Can the party talk their way our, escape the area or come to some arrangement with the gang. We will have to find out in due time but first, let’s look at the map.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Streets of Rimeglenn

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The Streets of Rimeglenn – Created in Inkarnate.

After Pete has shown them the door to the house the party has a few options here. Something creative to evade them immediately, to overpower and escape once in the building, to deceive and try and escape after or, to comply and see how far you can trust the hulking mass of muscles that Pete is.

The options are nearly limitless but the map is provided in case the party wants to try and fight their way through to freedom, or escape on foot. There are a few narrow streets and buildings that the party may be able to utilise but it’s safe to assume that these streets will be swarming with gang members. And maybe something more – but more on that tonight.

On the construction it was a relatively easy night with blending the terrain painter with cobblestone and dirt (highly transparent) to get a worn-looking street. The buildings are all plug-n-play which makes it easier to whip up maps quickly. This includes the frame of the house where the party is shown by Pete. Windows are indicated, the busted interior looks like it’s been long abandoned and there are remnants of what used to be a lived in house.


That’s it for tonight’s update, a nice quick map. Don’t to come back tomorrow for some more reveals to this weeks component of the adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Sucker Punch

Welcome to the Thirteenth night of Dice-ember where the Three Knuckles of Rimeglenn initiate the sucker punch to retrieve their map. But the success all depends on the Players and how they can talk, walk or fight their way out of it.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Sucker Punch

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The party had just come out from the inn where a weasel-like man approached them. “Excuse me, I am looking for someone. We found an important document with their name on it but have not been able to find them yet.” he said as he procured a familiar letter from his coat and handed it over. The party looked over the contents for a moment and realised it was the parchment that the guards had given them when they reported the missing items.

A flash of recognition passed through the eyes of the man in front of them. “The names Wal, Short for Waldorf and I can see that you recognise the paper. No need for thanks I am just making sure it gets to the right people.” he said with a bow before turning and walking off. The party continued down the road but it wasn’t long until they found that they had people following them. A few rough looking individuals walked closely behind them and appeared on side alleys as they walked past. As they stopped to confront them a tall, broadly built man stepped forward.

“Now this doesn’t have to be difficult. I need to ask you some questions and I need to know what you did with a bit of paper you received some nights ago.” the man said. The rustle of clothes indicated that more people were closing in on them. “If you can tell me what you did with the map, who you told about it then you can leave. If you don’t comply I will get the information out of you. Don’t think about deceiving me – My colleague is very good at reading people.” Peter said as he stepped forward towards a door and pushed it open.

“After you” he said politely.


Conflict or compliance. The party can determine which route they want to go but as always the luck of the dice will determine their fate. This is where Pete gets a bit more ruthless, his goal is within sight and he believes the the party has the map, according the Wal that is. But there is more to this week still to come so don’t forget to come back tomorrow and Friday and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Three Knuckles of Rimeglenn

Welcome to the Twelfth night of Dice-ember where the Three Knuckles of Rimeglenn each have a motivation for the success in not only retrieving the map but ensuring that its content remains a secret. Some have more honourable reasons, another is fuelled by pure greed and one hungers for something more.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Three Knuckles of Rimeglenn

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The Three knuckles of Rimeglenn are consist of three leaders of the gang. Rick, Wal and Pete. Each one of these thugs are capable in their own right but when fighting as a group, with their gang they are a force that the guard don’t even dare contest with.

Rick Hardy – Created in Artbreeder.

Rick’s ambition to get a better life for himself and his sister have pushed him further away from his family’s origins. The map cost a small fortune to get but with it memorised, it going missing isn’t the problem. The issue is that if those with the map work out what is being planned they may either take it for themselves or give it to the guard and ruin the plan.

Wal Gleeton – Created in Artcafe.

Wal’s reasons are pretty easy to follow along with. He is greedy. He always wants more and in his search for the next big thing he will devoutly follow the biggest bad of the city. However if another threat, or power was to overshadow this then the one that would grant Wal the biggest payout would be his new boss. That is until it’s time for him to stab his boss in the back and take the reins for himself.

Peter Lungorn – Created in Artcafe.

Pete has ulterior motives. He has worked his way up to near the top of the Bloody Knuckles gang with a single driving motive. Despite his driver being something different to the gang he still needs their plan to succeed, mostly. In order for this to happen he will do whatever is required to ensure that Rick’s plan comes to life.


The last pieces of the puzzle around Rick and his crew are coming together. Thanks for dropping by for another night here but don’t forget that the next few days will seal this deal. So don’t forget to come back each day as we continue to evolve this adventure and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Greatest Prank

Welcome to the Eleventh night of Dice-ember where we start to see the events that stem from the greatest prank the source of mischief in Rimeglenn have attempted. Well that’s what they believe but the people in Rimeglenn may not share the same perspective.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Greatest Prank

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The rage that exploded from Rick caused the ceiling to rain dust. He had left Wal and Pete to go over the plan and had gone home to get a good night’s rest. But rest was short and bitter as he woke to pounding on his door. Opening the door he was greeted by the sight of Wal, quivering as he held a sack in front of him.

“Boss. There is a problem. The map it…” he got out before Rick’s large hand clasped over his mouth and dragged him towards the inside of his home. The look on Rick’s face told Wal everything he needed to know, ‘Not here, not now‘. “I’ll meet you at the meeting place.” Wal snivelled as soon as Rick’s hand came free before the man darted off and ran down the snow covered street. Rick sighed, Wal got worked up over nothing so easily,

Putting his old long coat on he looked back to say farewell to his sister who smiled at him from the bed. Soon he would have what he needed to get her feeling better. The Trek across the city to the Burgundy Brigand wasn’t too hard and the owner smiled and offered him a drink as he walked through the door. “Not today Net, business to attend to. Are the others here?” he said with a polite smile and a wave of his hand. Net Gestured to the trap door in the kitchen and Rick descended the stairs. For a big guy he was quiet on his feet and as he descended the ladder he caught bits of the conversation.

“I say that we go find this person and take it back from ’em” one voice said, Simon – one of Wal’s henchmen.

“Nah Rick wont like that. Keep it quiet or they may go to the guard.” Pete said, his voice rumbling louder than the stools and tables that moved about up stairs.

“What won’t I like…?” he asked as he turned the corner to have his face revealed by the lantern on the table. Wal sat on a chair and looked nervously at a letter on the table. Approaching it he spied a receipt. “Reported stolen goods….” the title read. Reading the letter quickly he picked out a person’s name, the goods listed as stolen and a report that they were one of the victims of the mischievous thieves.

“What’s the problem? We are taking these dockets now to try and swindle people out of goods. Wal what happened to the Map that got you all flustered?” he asked as he stood at the table with arms crossed.

“The map was stolen, this was in its place” Pete said calmly.

“Ah…” Rick said as he looked down at the paper. Either it was left accidently when the thieves stole the map or, more likely, the tricksters had swapped this piece of paper for his map. “Well I guess we better find the poor soul who lost this bit of Paper. I believe they will be wanting it back, and they may have something we want in return. Well, that is, they better have my map.” Rick said as he grabbed up the paper and carefully put it into his coat pocket.


Another night and another set of Dice-ember content! Tonight we lay down the foundations for the first major part of the adventure, the confrontation with the Bloody Knuckles. So don’t forget to come back each day as we continue to evolve this adventure and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Brigands Inn

Welcome to the Tenth night of Dice-ember where we get a better glimpse at the Brigands Inn, the Burgundy Brigand. Tonight we look at the Inn itself as we already know some of the patrons. But I feel as though this wont be the last opportunity to see this inn or the people who frequent it.

So sit back, grab a seasonal beverage and let’s roll into the holiday season!

The Brigands Inn

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The Burgundy Brigand Inn – Created in Nightcafe.

The bustle of feet and patrons wasn’t something uncommon for the Burgundy Brigand. The people were also the same shady people of Rimeglenn with the occasion of a noble or merchant who were here to try and change their fortune with underhanded methods.

The most famous of these noble born was Lord Reese Dryberry – a man who changed his family’s wealth from one of honest work to something darker. Reese uses his power and influence to ensure that the people who come to him to make a deal are successful in their wishes, however they normally get more than they bargain for and several people have been accused of theft, arson or worse where the evidence pointed to them and not Reese or his agents.

However the Burgundy Brigand is a place where people don’t just come for narcotics, cheap ale and dodgy deals. The inn also harbours and attracts those that are experts at gathering information and selling it for the right price.

Despite its shadier side of the inn it is a cheap alternative to the others if the people who dare stay within its walls are vigilant, observant and keep an eye on people and their belongings.


Thanks for joining me for another night. Alas there is no Zine tonight (after a very long day) but there are only a few more that are remaining. So don’t forget to come back each day this week for more Dice-ember content and hopefully a zine or two. And as always, don’t forget to roll with advantage,
The Brazen Wolfe